OMFG!!!!!1111limx->0
The day negke listened to otp!
#2 posted by JneeraZ on 2015/01/14 22:03:28
Recompile with AO! :P
I Believe It
#3 posted by Zwiffle on 2015/01/14 22:11:52
[nt]
Sweet, Will Check This Out
#4 posted by ericw on 2015/01/14 22:15:49
I don't think I ever played the original beyond belief.
negke, was it troublesome to get this under the QS 0.90.0 limits? saw your post earlier where you hit the leafs limit.
Ho Boy
#5 posted by Breezeep_ on 2015/01/15 02:13:48
This is going to be an interesting experience.
Recompile With AO! :P
#6 posted by quaketree on 2015/01/15 02:17:34
Did it. ~40 min on a POS 10 year old PC.
light -extra4 -light 12 -dirty -dirtmode 1 -dirtscale 2.1 -dirtgain 0.7 bbin1.bsp</p>
It looked... sharper I guess would be the word, even with the -extra4. I did rename it to bbin1d to look at the differences and they are noticeable.
completed it for the first time tonight, not too shabby.
AO Version Where?
#8 posted by Skiffy on 2015/01/15 04:05:22
Recompiled with AO version where? :)
Recompile It Yourself Using:
#9 posted by quaketree on 2015/01/15 06:31:24
light -extra4 -light 12 -dirty -dirtmode 1 -dirtscale 2.1 -dirtgain 0.7 bbin1.bsp
Or whatever you want. It is a bit longer than most maps due to its size (I hit a bit over 800 seconds on some of id's original .bsp's and this was closer to 2400).
Remember that you can ALWAYS re-light any .bsp as long as the changes are made in the light.exe's command line. You can't change the in game lights themselves as far as individual brightness or anything else but only the world as a whole.
Just Beat This
#10 posted by ericw on 2015/01/15 07:34:26
First time playing bbelief, enjoyed an hour of oldskool goodness! thanks for the merging negke, and for the original maps of course, MWorch :-)
Sounds Tasty...
#11 posted by JPL on 2015/01/15 10:06:44
The map requires an engine port with increased limits and BSP2 support, e.g. Quakespasm 0.90.0 or Darkplaces 14-May-2014+.
Any other engine that supports bsp2 support ? FitzQuake ? AguirRe's GLQuake ? Others ?
I Thought Fitz Mark V Did
#12 posted by nitin on 2015/01/15 11:22:41
Fitz crashes for me, stalls at the beginning of map 1
Any Reason This Is BSP2 Only?
I just checked the size of the map and it quite easily fits in the bounds of a bsp1 file. Hell because it's all pretty much on one plane it could probably fit inside the boundaries of a bsp1 file about 6 times.
Fifth:
#16 posted by metlslime on 2015/01/15 17:49:58
probably exceeds some other limit like leafs, faces, marksurfaces, vertices, etc.
Yeah
#17 posted by ijed on 2015/01/15 18:06:40
and the boundaries are exactly the same in bsp1/2 - those are an engine limitation.
Oh ok, I thought one of the main things of BSP2 was that you could go beyond the 8000 unit or so limitation.
Nah
#19 posted by Kinn on 2015/01/15 18:26:37
BSP2 is just for the lazybums who don't wanna optimise their maps ;)
/runs away
#20 posted by metlslime on 2015/01/15 19:01:49
the 8192^3 boundary is actually caused by the network protocol, not the bsp format.
#21 posted by negke on 2015/01/15 19:15:33
The map exceeds several of the extended limits by so much that even a proper optimization pass likely couldn't make it work in BSP1. My initial hope was that it just fit, in the same way that necros's E1 merger did, but the BB maps must be more detailed or something. Marksurfaces alone is at 87k - it would have to be lowered by 22-23k which seems impossible.
Fifth: the map does work in MarkV. Have you tried the October build?
ericw: There's some odd behavior in QS. Four or five brush entities are always rendered and visible (to the engine) throughout the whole map regardless of vis information. It doesn't occur in MarkV, DP, or FTE apparently.
#22 posted by metlslime on 2015/01/15 19:20:12
negke: maybe that's the new bugfix where brush entities that touch too many leafs default to being visible instead of flickering.
I'll have to look around for that build, I used quakespasm anyway (not really my engine of choice but meh).
Negke
#24 posted by ericw on 2015/01/15 20:07:38
Yup, looks like what metl said, a plat and a couple of doors are visible from over 32 leafs, so the flickering bugfix makes them always visible.
Hmm
#25 posted by Orbs on 2015/01/19 15:55:29
ther is a slight change: in bb5 part there is a part where you could originaly fall through the bars (check the run on sda) and on the new map you cant.
T0 bad else i could pretty easily but the marathon demo through whole bb, by getting a silver key in bb1 part and using it later
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