get this to actually run in a netgame

capping to 32 now because netsync breaks with more players
This commit is contained in:
minenice55 2025-10-17 22:21:43 -04:00
parent c03ae540b5
commit dffc6eb3e3
2 changed files with 4 additions and 4 deletions

View file

@ -189,7 +189,7 @@ extern char logfilename[1024];
// The maximum number of players, multiplayer/networking.
// NOTE: it needs more than this to increase the number of players...
#define MAXPLAYERS 43 // 42 + host slot
#define MAXPLAYERS 32 // 32 + host slot
#define MAXPLAYERNAME 21
#define MAXSPLITSCREENPLAYERS 4 // Max number of players on a single computer
#define MAXGAMEPADS (MAXSPLITSCREENPLAYERS * 2) // Number of gamepads we'll be allowing
@ -206,7 +206,7 @@ extern char logfilename[1024];
#define ENCOREFADECOLOR 209 // 122
// the highest number of playerinfo entries we can fit into a single packet
#define MAXPLAYERINFO 42
#define MAXPLAYERINFO 32
// State updates, number of tics / second.
// NOTE: used to setup the timer rate, see I_StartupTimer().

View file

@ -22,10 +22,10 @@
/// \def MAXPACKETLENGTH
/// For use in a LAN
#define MAXPACKETLENGTH 1450
#define MAXPACKETLENGTH 2048
/// \def INETPACKETLENGTH
/// For use on the internet
#define INETPACKETLENGTH 1024
#define INETPACKETLENGTH 1450
#define NO_BAN_TIME (time_t)(-1)