• Hosting a large garry's mod server?
    7 replies, posted
Hai guys, I'd like to host a large slot garry's mod server (80 players or more). Bandwidth will not be a problem nor the hardware. But I think there are tweaks required in order to host a very large server. Could someone be so kind to point me in the right direction?
the limit is 128 now isn't it? I don't think there are any tweaks besides the lag that will most likely follow that regardless of how fast your server hardware is.
Yes. I do see servers with 80 players and quite good performing. There must be some cvars to be adjusted to get such performance
-tickrate 33 in the commandline is one that will reduce the amount of CPU per player and make higher slot amounts viable.
That will mess up your doors and physics though. Garrysmod works best at a tickrate of 66 The best way to keep it running fast is to keep the scripts down to a minimum or get scripts that are optimized pretty well that don't have any errors. Also keeping physics iterations down to a minimum is good too. Disabling non frozen props would be perfect.
I tested 80 players with an evocity map using bots. It crashes as soon a prop is spawned. Is it because of the players being bots? The test was a pure garry's mod without any scripts/plugins
[QUOTE=mikesdav;37867211]That will mess up your doors and physics though. Garrysmod works best at a tickrate of 66 The best way to keep it running fast is to keep the scripts down to a minimum or get scripts that are optimized pretty well that don't have any errors. Also keeping physics iterations down to a minimum is good too. Disabling non frozen props would be perfect.[/QUOTE] GMod runs best at 66 because the physics get calculated 66 times a second, the game will run fine at 33. Nothing fucks up....
[QUOTE=kevertje;37868784]I tested 80 players with an evocity map using bots. It crashes as soon a prop is spawned. Is it because of the players being bots? The test was a pure garry's mod without any scripts/plugins[/QUOTE] Specs?
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