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Huge maps support / MaxZombiesOnce

King Sumo

Grizzled Veteran
Jan 8, 2011
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Brazil
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In the past Murphy tried to create a huge map called Forest Sequel, but the project was cancelled due to engine limitations (e.g. amount of pathnodes).
Giving that KF2 will be using a new engine, that will be possible?
See also: here, thread here

Also, what about MaxZombiesOnce value? Today any value greater than 32 can produce side effects (default upload limit of 10kbps reaches its maximum value when we have about 32 specimens+players). I know some custom servers using 60, or even 90 but for sure this is causing side effects for instance: in ZED time looks like specimens are teletransporting sometimes; some effects aren't show; packet loss; replication problems; and others...

It will be great if we can spawn large amounts of zeds (at once) in a huge map like Forest Sequel :)
 
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Lets try some guesses... in RO2 we have up to 64 player servers. Just joined and see that the server is sending at about ~8kbps.

In KF when we have 32 zeds+players (zeds are counting as players) the server sends at 10kbps. If we increase the number of zeds (at once) or players the servers continues to send at 10kbps (I'm assuming here the engine will have difficulties replicating all stuff to players, so replication issues may happen - lag and etc).

So in KF2 will be safe to increase the MaxZombiesOnce value? Or the amount of replication required for KF2 will be greater than RO2, then will not be safe to increase MaxZombiesOnce?
 
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Server dos not replicate irrelevant actors, including pawns in zones that are not visible to the current player. In RO2 players are spread out on the map or territory while in KF players usually are staying all together, requiring to replicate every zed to every player.

For example, Biotics Lab is playable with MaxZombiesOnce=64 without any significant impact on ping or visual artifacts like missing animations. However, such maps as Farm or Steamland can cause troubles even with 48 zeds.

We are playing TSC mod with MaxZombiesOnce=64 and 12 players without any problems. But that's because two teams are staying in different spots and zeds coming to one team are not replicated to another and vice versa.

Btw, isn't traffic limited with max 15kbps, of dynamic net speed is turned off and T1/LAN is chosen in network settings?
 
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