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ID:184794
Jul 4 2006, 9:39 am
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Can I please know the BYOND Coding Limits and Every Limit There is for the BYOND Coding ?
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In response to Critical
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Critical wrote:
But on a serious note, i belive its around 65000 for most objects, mobs etc 65535, to be precise. =) You can have up to 65535 mobs, 65535 objs, 65535 areas (I think), and 65535 datums. I believe the limit on turfs is about 2 million. There is a limit on the number of lists (65535, I believe), and the number of unique strings (not sure, but probably 65535 again). There's also a limit on the number of object vars, but as far as I know only one person has ever run into that. I think Mike H posted about it. The more relevant ones are the mob, obj, and list limits. Most people never encounter any of the others. |
In response to Crispy
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Is thier a max map size?
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In response to Crispy
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Is there a size limit to games??
Cause my new rpg thats in the making has a source file of 20k+mbs after being clean compiled Can it be any size aslong as it dosnt hit the maximum mob/var/obj limit? |
In response to Dark_Shadow_Ninja
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Dark_Shadow_Ninja wrote:
Is thier a max map size? This is a guess but i'd say 1414x1414 as that would be about 2 million turfs. Assuming byond didnt crash and you didnt have any other turfs that seems like the max or at least what the max would be |
In response to Critical
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I think crispy might of ment how many turfs you can define.
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In response to Dark_Shadow_Ninja
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Dark_Shadow_Ninja wrote:
I think crispy might of ment how many turfs you can define. No, he meant how many I dread to think how long it would take to compile 2 million individually defined sub-classes of turf. |
In response to Expty
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Expty wrote:
Is there a size limit to games?? I'm not sure if there's a source code limit, but I don't think there is. Either way, don't worry; 20 kilobytes is nothing. I have an unreleased game sitting on my hard drive that has 105 kilobytes of source code, and it's nowhere near finished. The DMB and the RSC are, together, 430 kilobytes. |
In response to Critical
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Last I knew, each dimension had a maximum length of 1000. So it would be more like 1000x1000x2.
There is also a 65000 limit on unique turfs. Turfs that are the same as others (all of the same type if you haven't changed any aspect of them yet) are counted as 1 for this limit. So you could have a million turfs, but if they are all the same then they will only count as 1 toward this limit. |
In response to Loduwijk
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Is there a limit to how long a world can be running (as long nothing goes wrong?)
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In response to Crispy
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I was going to respond to say that he meant megabytes, but how on earth does he have 20k+ megabytes. Doesn't seem that it could be too easily accomplished. Most commercial games now are around 1000Mb.
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In response to Loduwijk
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Isn't the max single map size 255x255? It'd have to be around 255x255x30.
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In response to CaptFalcon33035
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Dude, what have you been smoking on? It's nowhere near 255x255!
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In response to Shlaklava
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Realistically no, there is not a limit. Technically, however, I suppose you could overflow the world.time variable if you left it running for 15 years.
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In response to Loduwijk
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Loduwijk wrote:
Technically, however, I suppose you could overflow the world.time variable if you left it running for 15 years. Actually, if world.time is a floating point number (which I think it must be, since all numbers in DM are), then it'll take quite a while to overflow! It'll get pretty inaccurate after a while (see: world.realtime), but it shouldn't overflow for a while. According to Wikipedia, the maximum value of a single precision floating pointer number is about 3.4028234 x 1038. So the maximum duration that world.time could hold would be 3.4028234 x 1037 seconds, which is equivalent to about 1.07829 x 1030 years. So call it 1030 years. That's a long time. =) Though actually, now that I think about it, world.time is probably an integer internally and is just being converted to floating-point when it's accessed. So depending on the size of the integer, it could overflow after a mere few decades. |
In response to Crispy
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Imagine a byond game that runs for 30 years straight lol
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In response to Crispy
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Just to expand on this: There is a "map cell" limit. Which limits the number of "unique" turfs to 65535 as well. However, most games shouldn't have a problem with this. (Most games on BYOND have a bunch of fields with a few areas of interest, not that this annoys me or anything) More advanced games, however, might run into some issues when they get into things that need to modify each individual turf in some unique way. Even so, this is really only a problem on very large-scale maps, and most of your problems with this can be alleviated by using a system such as LummoxJR's SwapMaps, which I'd highly recommend taking a look at. I've since then created my own saving/loading system, and I can basicly create worlds limited only by the size of my hard drive, they just have to be loaded and moved between dynamicly. Multi-server is another thing to consider. Right now, it's a LITTLE shaky going between servers, but I haven't really had much complaint from Bomberman Arena players (about that at least) and they have to go between servers each time they connect to a server.
All in all, BYOND has it's limits, but with some careful planning, they're quite managable. |
In response to Elation
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Man all man, SS13 has apparently been heading towarfds the limit rapidly, I hope the god they don't hit it =P
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In response to Crispy
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Keep in mind that adjacent areas sort of get squashed together into one area object - so a map like this:
A A B B A A B B Where A is one type of area and B is another type of area, would only use two area objects, not eight. |
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But on a serious note, i belive its around 65000 for most objects, mobs etc