Hehe neat.
LoL, Zerted, thanks for the horror movie cliché warning...
As long as they let the Droids spawn and also blow up, its fine.
(Actually...I can't get them to spawn despite it being the right team, but I think its because of the conquest script, not Demon Spawn...anyway, I can work around it with a hidden command post...)
Oh and by the way: 33430, at least for this particular armed building odf and MTT msh. AT least I think it is higher than wld/lyr objects...
Then its
Code: Select all
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemory.cpp(634)
Allocating 384 bytes attempt failed - no free blocks left in Heap 5 (Runtime)
Message Severity: 3
C:\Battlefront2\main\RedEngineFL\Memory\RedMemory.cpp(538)
Allocating 384 bytes failed - no free blocks left in Heap 5 (Runtime)
after each spawn, and the game freezes just after 33420 is printed in my BF2 log...*Edit* Its not a looping Freeze error....Its just a very, very long load (comparatively)
I cannot verify the presence of all 33K in game visually.
On a second try I tried to cap the spawns and the game froze at 22K something.
The cause could also be related to overlapping meshes, or Placing objects outside of the world (500 Terrains away from the Terrain...)
I just had a trippy freecam moment - I'm currently navigating past 15K Mtts. Oddly enough no framerate lag (Lows settings on a 8200M Nvidia GPU...I'm away from my desktop ATM... when Im back at it, VIDEO!

"My God....Its full of MTT's"
For some reason, they spawn at increasing distance. *Edit* That reason would be my code. I was performing math on the X translate value when I didn't need to because the previous matrix is used, not the original.
I goofed and didn't get to the end, freecams pretty clumsy at those speeds - maybe I'll wire up a teleporter...
Silly Rant
*Edit*
I successfully capped object spawns at 33400, but the game crashed soon after due to a lack of memory (in the hardcoded limit?!??! or maybe my Graphics Ram? Can't wait to multi-system test this...) for cloth.
So it isn't the same old Object Limit-freeze glitch that you can get. Its actually maxing out (allotted by cpp?) system resources.