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Battlefield Modding Tutorials BFMODS :: View topic - Adding spawns
Battlefield Modding Tutorials BFMODS
https://battlefieldmodding.com/ssm/phpBB3/

Adding spawns
https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=3&t=991
Page 1 of 2

Author:  Superfuzz [ Wed Jan 26, 2005 8:16 pm ]
Post subject:  Adding spawns


Author:  Eternally777 [ Thu Jan 27, 2005 12:19 am ]
Post subject: 

I run two lag-free 64 player servers. If you (or anyone else) need mods tested, I'll be happy to throw them on my servers for you. That is, if you can find 62 other people to make it a full server.

Author:  Superfuzz [ Thu Jan 27, 2005 12:23 am ]
Post subject: 

Testing is not what is need. I can run the sever for testing. What I wanted to know, is if anyone knew the answer to the above question. I put the part about 46+ players cause one of my older map was fine for 32 players. No lag. but as soon as I put it on larger server lag would hit when the server reach 35 people. So if some one tells me 'yes you can add spawners' but they have only tested it on a 32 player server, then that does me no good.

Author:  Eternally777 [ Thu Jan 27, 2005 12:30 am ]
Post subject: 

Oh okay. Sorry. :-)

I don't know from experience, but I'd assume adding any more object spawns to a map would increase lag. You're giving the server more objects to think about and keep track of.

Just my humble opinion, correct me if I'm wrong. I'm here to learn.

Author:  Superfuzz [ Thu Jan 27, 2005 12:33 am ]
Post subject: 

based on that theory, if the server has enough cpu power, then it could handel the extras. But from my El Ala experience, sometimes lag is caused for no good reason. Like I added just on vehicle (an ah-6, just one) and the server had lag. Took out the one I added and it went away.

Author:  Yithian [ Thu Jan 27, 2005 1:59 am ]
Post subject: 

More objects of ANY kind will add to server lag. Its not the processor but
the communication.

All the things we can add or remove in SSM's will either add or remove
from what the server HAS to communicate to each player. Large maps
cause even more lag since the values for each object are larger in size to
match the map size.


Remember, lag is many things. These are just the standard ones for
El Alamein.

Author:  Eternally777 [ Thu Jan 27, 2005 3:33 am ]
Post subject: 

Allow me to share my serverside mod of El Alamein to "spice" it up. The goal was to make more aircraft and vehicles, but I felt I didn't need any new vehicles added to the map. So I simply lowered the min and max spawn times to low values, 5 and 10 respectively, and changed the MaxNrOfObjectSpawned to some absurd value (such as 64). It seemed to work well. I just finished playing it on our server with 48+ people, and it seemed pretty lag-free. Of course, there were still the instances where I would expect lag (ex. flying over the coalition main spawn while there are five seperate dog fights around you). Just another thought.

Author:  Superfuzz [ Thu Jan 27, 2005 3:44 am ]
Post subject: 

I have already modded El Alamein. If you would like to see it join the TNT El Alamein 24/7 server. I was interested in finding out which map to modd next for our second modded server. We intend to run a 3 map server with possible 46 poeple.

I am considering working with Guadal Canal, Dustbowl, and Gazala right now. The porblem is not gettin more vehicle into the map so much as it is getting more types. If I have more spawners I can add more types without adding more templates.

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