Metlslime:
#640 posted by mfx on 2014/01/11 00:25:16
Will try out, thanks!
Is there a chance a compiler(like BJPs Tools)
could be fixed, so that this setup is irrelevant?
Just curious.
Nope!
#641 posted by ijed on 2014/01/11 01:35:18
But we're capable of improving what is there, the reason I'm asking.
Props go to Gb for writing the original qc frontend.
Easier for the mapper means we'll see more rotating things in maps, and I can't see how that could be bad (disclaimer).
I'll implement the code from RMQ in RRP for now.
If you don't build it, then it's not built.
Metlslime
#642 posted by gb on 2014/01/11 03:14:14
they're solid_bsp.
#643 posted by necros on 2014/01/11 05:43:14
It causes an intermittent 'pop' when looping sounds wrap around - this has been driving me crazy for years!
omg THANK YOU. I hated that pop!
Ok - Since no-one's reported sound niggles, Eric's sound loop fix is committed.
ijed: [mouse] Is still locked in top left corner if I alt-tab out, from the menu, console or otherwise.
Hmm - i'll have to test it in windows sometime. It works acceptably for me on linux, but if it's broke on OSX/windows it may have to be reverted. My change was just a hack-and-see.
Re other changes - i can't say. I guess if people feel strongly, patches are welcome, but main focus is to fix things, not break them ;>
Mouse / OSX
I can't tab out of the engine, but I can put it into windowed (alt+enter) and then hit ESC to show the menu, which will release the mouse pointer.
-
Well i guess we'll have to remove the hack.
Maybe there's some other SDL befuddlery to get it going...
Another Request!
#647 posted by ijed on 2014/01/13 14:27:30
How about a patch to remove the 4096 +/- limitation?
4096
#648 posted by Kinn on 2014/01/13 17:18:57
Isn't that limit there to stop floating point hilarity with large world coordinates?
#649 posted by Preach on 2014/01/13 18:57:33
Isn't that limit there to stop floating point hilarity with large world coordinates?
Sort of - the hardest limit on coordinates comes from the standard network protocol, where entity coordinates are sent as a 16 bit integer (so fixed precision at 1/8th of a unit). Even with a less bandwidth efficient netcode, server-side locations are recorded in floating point. Before you could make truly huge maps you'd need to consider upping that to doubles for precision of small movements (and then deal with how QC can't handle doubles).
Hm
#650 posted by ijed on 2014/01/13 19:12:44
So it's not just an arbitrary limit then.
Ok, will make stuff fit instead.
If Warp And Ne_ruins Fit
Then everything can fit.
Apart From
#652 posted by ijed on 2014/01/13 20:12:49
My train line :*(
#653 posted by anonymous user on 2014/01/13 20:36:51
if it wasn't for the 4096 limit, i'd probably still be making ne_ruins now... -_-
You Mean You've Stopped?!
#654 posted by ijed on 2014/01/13 20:50:11
RMQ
#655 posted by Drew on 2014/01/21 05:01:08
still horrendously slow. the above suggestions (608, 609) did not seem to help. further suggestions?
By RMQ
#656 posted by Drew on 2014/01/21 15:28:01
I mean Quakespasm. RMQ ran fine, before I deleted it.
#657 posted by bg on 2014/01/21 23:55:18
There occur no noticeable floating point related problems with 16,000 x 16,000 maps in my experience with RMQ protocol 999 or something equivalent.
The practical limit for map size is more that you have to find something to fill them with and keep it interesting, ie gameplay and details. This imposes a kind of natural limit.
#658 posted by JneeraZ on 2014/01/22 12:24:28
Well, you COULD (potentially) build entire episodes of Quake as one long continuous level. That could be ... interesting.
:D
#659 posted by ijed on 2014/01/22 12:39:50
This Is What I Mused Over...
with my new id inspired episode I am doing.
It could easily be a single level with todays limits I think. :)
#661 posted by necros on 2014/01/22 16:11:23
ep1 easily fits in one map even if the map has a lot of extra areas.
the other episodes seem to have more detailed maps(?) and I found myself hitting limits trying to fit them into single maps.
I might revisit them at some point now that bsp2 is finally getting some traction in other engines.
Takes Me Back To The 64 Player
Quake 2 maps that id released.
Remember those? :)
#663 posted by mwh on 2014/01/22 22:42:17
Now I'm thinking a coop run of quake where each player takes a different episode...
What's The Point?
Seriously...
|