// tweak these if the game runs out
cl.max_csqcrenderentities = 0;
- cl.max_entities = MAX_ENITIES_INITIAL;
+ cl.max_entities = MAX_ENTITIES_INITIAL;
cl.max_static_entities = MAX_STATICENTITIES;
cl.max_effects = MAX_EFFECTS;
cl.max_beams = MAX_BEAMS;
#define MAX_BINDMAPS 8
#define MAX_PARTICLES_INITIAL 8192
#define MAX_PARTICLES 8192
-#define MAX_ENITIES_INITIAL 256
+#define MAX_ENTITIES_INITIAL 256
#define MAX_STATICENTITIES 256
#define MAX_EFFECTS 16
#define MAX_BEAMS 16
#define CMDBUFSIZE 655360 ///< maximum script size that can be loaded by the exec command (8192 in Quake)
#define MAX_ARGS 80 ///< maximum number of parameters to a console command or alias
-#define NET_MAXMESSAGE 65536 ///< max reliable packet size (sent as multiple fragments of MAX_PACKETFRAGMENT)
+#define NET_MAXMESSAGE 131072 ///< max reliable packet size (sent as multiple fragments of MAX_PACKETFRAGMENT)
#define MAX_PACKETFRAGMENT 1024 ///< max length of packet fragment
#define MAX_EDICTS 32768 ///< max number of objects in game world at once (32768 protocol limit)
#define MAX_MODELS 8192 ///< max number of models loaded at once (including during level transitions)
#define MAX_BINDMAPS 8
#define MAX_PARTICLES_INITIAL 8192 ///< initial allocation for cl.particles
#define MAX_PARTICLES 1048576 ///< upper limit on cl.particles size
-#define MAX_ENITIES_INITIAL 256 ///< initial size of cl.entities
-#define MAX_STATICENTITIES 1024 ///< limit on size of cl.static_entities
+#define MAX_ENTITIES_INITIAL 256 ///< initial size of cl.entities
+#define MAX_STATICENTITIES 4096 ///< limit on size of cl.static_entities
#define MAX_EFFECTS 256 ///< limit on size of cl.effects
#define MAX_BEAMS 256 ///< limit on size of cl.beams
#define MAX_TEMPENTITIES 4096 ///< max number of temporary models visible per frame (certain sprite effects, certain types of CSQC entities also use this)