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Thunderbolt Forever :)
Does anybody know how to avoid this error?  Huh?
Thread title:  
I love YaBB 1G - SP1!
coop 2

That's the only way in stock/joequake .exes. But if you run just for the hell of it, you might wanna check out other .exes that can handle more monsters/entities/brushes in view. Like fitzquake. Check out the func_msgboard (linked from sda links section)whatever they recommend.
I think recent joequake's have a cvar that does some of what coop 2 does in qdqstats -- cl_removebodies?  Something like that.

If you want to know about technical quake esoterica, you could try hunting around/asking on func_msgboard.
Edit history:
Droog_Andrey: 2004-10-20 12:01:52 am
Thunderbolt Forever :)
Coop 2 helps, but only a bit. That's the level I'm running: http://crystallake2.at.tut.by/lr.dz
Quote:
But if you run just for the hell of it, you might wanna check out other .exes that can handle more monsters/entities/brushes in view. Like fitzquake. Check out the func_msgboard (linked from sda links section)whatever they recommend.
OK, thanks.

They say here:
Quote:
FQ doesn't have bumped edict limits, neither does it handle packet overflows differently from GLQ...
Sad
Thunderbolt Forever :)
It seems that Bengt Jardrup's versions of Win/GLQuake give the best solution of the problem:

http://user.tninet.se/~xir870k/