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Опубликовано:
People were doing it back in aIW, but it was unstable as FUCK. I can only guess they haven't improved it.

>unstable

firstly, 'people' never did it. secondly, it caused horrible memory corruption, and as such an instant crash as soon as a player joined exceeding the original limit.

Опубликовано:
People were doing it back in aIW, but it was unstable as FUCK. I can only guess they haven't improved it.

>unstable

firstly, 'people' never did it. secondly, it caused horrible memory corruption, and as such an instant crash as soon as a player joined exceeding the original limit.

Really? I could have sworn someone got it working. Damn.

Опубликовано:

Well restricted in such a way that it only allocates enough memory for 18 players and when you go over that it starts overwriting other areas of memory. You can change the number that restricts the max players but as NTA said once you go over it writes the player information over other important stuff.

Опубликовано:
i can imagine most 64 servers would run mp_rust :)

 

You would spawn inside your teammates.

 

And everyone would go RPG+GL danger close maniac mode.

You already do that on rust ffa with 18 ppl

It isn't happening but, incase you geniuses find a way make it possible only for large maps like Estate ( Limited to 32players) Contingency (64 players) rust (100 players) Rundown (32 players) Wasteland (64 players, because this map is just plain boring)

Опубликовано:
alterShit MW2 M2:

18 Slots - 5€

64 Slots - Coming soon

 

altershit/viewtopic.php?t=4758

People were doing it back in aIW, but it was unstable as FUCK. I can only guess they haven't improved it.

 

OH SHIT ITS A TIGER

 

RUNNNNNNNNNNNN

 

Stay on topic. Oh, wait, this is /dev/urandom, nevermind.

 

Anyway... RAAAAAAAAAAAWRRRRRRRRR OMG RUN RUN!!!! RAWR. It's.. It's late. :3

Опубликовано:

This part has always confussed me, since COD4 and MW2 run off the same engine (Correct me if im wrong this is usually the case xD ) Why can the same engine run 48 on one game and only 18 on the other game, its the same engine whats the thing missing from the second version that kills this possibility?

 

Ive never googled e.g but its just one of them things that you cant seem to get your head around, if anyone knows why please share :3

 

Just asking :> Blewk

Опубликовано:
This part has always confussed me, since COD4 and MW2 run off the same engine (Correct me if im wrong this is usually the case xD ) Why can the same engine run 48 on one game and only 18 on the other game, its the same engine whats the thing missing from the second version that kills this possibility?

During compilation there's pretty much a 'maximum clients' parameter, which gets used in like 200 places. MW2, being a console build, was built with 18, and that's pretty much it.

Опубликовано:
This part has always confussed me, since COD4 and MW2 run off the same engine (Correct me if im wrong this is usually the case xD ) Why can the same engine run 48 on one game and only 18 on the other game, its the same engine whats the thing missing from the second version that kills this possibility?

During compilation there's pretty much a 'maximum clients' parameter, which gets used in like 200 places. MW2, being a console build, was built with 18, and that's pretty much it.

I hate preprocessors.....

Опубликовано:
This part has always confussed me, since COD4 and MW2 run off the same engine (Correct me if im wrong this is usually the case xD ) Why can the same engine run 48 on one game and only 18 on the other game, its the same engine whats the thing missing from the second version that kills this possibility?

During compilation there's pretty much a 'maximum clients' parameter, which gets used in like 200 places. MW2, being a console build, was built with 18, and that's pretty much it.

 

 

Aha, i see now. Thanks for clearing this curiosity up for me NTA :D

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