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		 Well... #14 posted by metlslime  on 2003/09/27 22:14:02glquake and previous fitzquake versions have the max surf extents set to 512, while winquake and fitzquake .75 set it at 256.
 I don't fully understand the 256 limit either, but i figured that since compilers default to 240, and winquake can't take above 256, that i'd be safer with 256.  Nobody would intentionally break winquake support by using a higher subdivide value, i thought.
 
 So maybe i should revert or remove the surface extents check, in order to support broken maps like q1tm2_pushplay.
 
		 Rehashed #15 posted by pushplay  on 2003/09/27 22:16:20The easy solution would be for me to recompile my q1tm2.  Too bad I'm not going to do that.  
		 Cheers Metl #16 posted by nitin  on 2003/09/28 03:36:01what about the edict limit?  
		 Nitin: #17 posted by metlslime  on 2003/09/28 04:07:12the current version does not have a bumped edict limit.
 I hadn't actually planned on doing this in the future, but i'm not really opposed to it either.
 
		 Well #18 posted by nitin  on 2003/09/28 04:16:27it just makes some maps able to run like nesp09 that's all.  
		 Subdivide #19 posted by aguirRe  on 2003/09/28 06:01:03Why not restore the previous capacity so the map can load in FitzQuake, but issue a warning so the mapper is informed of exceeding this capacity?  
		 AguiRe: #20 posted by metlslime  on 2003/09/28 06:40:36well, i think i'll actually investigate whether there's a problem loading or running a map with polygons of ANY large size.  Maybe the test doesn't make sense in a GLQuake-based engine.  
		 ... #21 posted by starbuck  on 2003/09/28 12:45:08i have to say, the overbright lighting adds a hell of a lot to the visuals, and gives the engine a real authentic software quake feel.  What an excellent release!  
 I do find the lack of model interpolation a strong enough negative factor to stop me using Fitzquake as my default engine, however; add me to the list of people politely requesting the option in a future version :)
 
 The only 'bug' i encountered was the shells box had a white line at its lower rim (as it touches the floor), quite noticable in some places.  But all in all, gg!
 
		 Shells Box, White Line #22 posted by Abyss  on 2003/09/28 16:14:08Yes I noticed that as well.  
		 Shells Box, White Line #23 posted by metlslime  on 2003/09/28 18:55:19The only 'bug' i encountered was the shells box had a white line at its lower rim (as it touches the floor), quite noticable in some places. But all in all, gg!
 That is actually a bug in the texture on the model, and is visible in all gl engines. If you set gl_texturemode to one of the gl_nearest_* modes, it goes away.  Actually, it ALMOST goes away, becuase you can still see individual white pixels now and then.
 
 Anyway, maybe i should edit the texture and put the fixed model up for download.  I've been meaning to do that; just never got around to it.
 
		 I Never Noticed That Before....................... #24 posted by Abyss  on 2003/09/28 19:55:44It doesn't appear on the shell box (20), but does on the shell box (40). I checked it out in the engine I use, nglquake, and it took me a while to find one, I thought you must have been smokin' some wild gear there for a while ;)  Then I found one, and found that it only happens with the 40 box. Don't know why I never noticed it before, unless it is more pronounced in fitzquake for some reason ?  
		
		#25 posted by Vodka  on 2003/09/28 20:45:58freezes computer on any map load  
		 I Checked Tomazquake #26 posted by starbuck  on 2003/09/29 04:41:07and i couldnt find any (is it a gl engine?), ive got screenshots of the same shells box in both engines too  
		 Starbuck: #27 posted by metlslime  on 2003/09/29 05:11:17I just checked and it is present in GLQuake, and Darkplaces, but not tomazquake.  Tomazquake is a gl engine, so i'm going to check the source to see what cheap hack he employed to eliminate that problem.  
		 Question About Software Lighting #28 posted by nitin  on 2003/09/29 05:25:46do you mapper people light maps with software or gl in mind?  Just interested to know.  
		 Followup: #29 posted by metlslime  on 2003/09/29 06:22:09i looked in the TQ source, and he does indeed have a special hack where he replaces that row of white pixels with a row of more sensible green pixels.  I wonder if this would be better or worse than a "fixed assets pack," from a user standpoint.  
		 Speedy: #30 posted by metlslime  on 2003/09/29 06:24:40that sucks.  Can you tell me which OS, video card, etc?  Not that i have a clue how to fix it when windows locks up, becuase i don't know (even in theoretical terms) what causes it.  
		 Nitin #31 posted by R.P.G.  on 2003/09/29 12:01:20I light maps primarily for GL, but I also try to make sure software is good or at least playable.  
		 Nitin, #32 posted by necros  on 2003/09/29 17:47:15I light only for GL.  i can't be arsed to light for software.  i hate lighting enough as it is.  
		 TBH #33 posted by R.P.G.  on 2003/09/29 18:08:54The way I lit could.bsp was to light the first 1/3 of the map and check it in both GL and software.  After that, I just copied the light ents from that section into the rest of the map and then only tested the lighting in GL.  In fact, I even forgot to test the final map in software until metlslime mentioned the square spotlights (which I couldn't be bothered to fix).  
		 Pro Tip: #34 posted by metlslime  on 2003/09/29 18:36:18if you bind a key to "toggle gl_overbright" in fitzquake, you can run around the map seeing both winquake and glquake lighting at the touch of a button!  
		 Hrm i light for gl, software can suck it  
		 ... #36 posted by starbuck  on 2003/09/30 06:55:38if you light for software, its more likely to look washed out in GL, but if you light for GL it usually has nice contrast in software i find.  Binding a key to "toggle gl_overbright" in Fitzquake as metl suggested would be a good way of testing it out though...  
		 Lighting For Gl = Blah #37 posted by cyBeAr  on 2003/09/30 11:40:34why light for the bad lighting model nyyyyyyargh  
		 Starbuck #38 posted by Vodka  on 2003/10/01 00:40:17"if you light for software, its more likely to look washed out in GL, but if you light for GL it usually has nice contrast in software.."
 true
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