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asdqwe
Joined: 05 Apr 2009 Posts: 24
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Posted: Wed Sep 16, 2009 1:34 pm Post subject: Hardcoded limits list? |
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I'd like to know where can I find a list of hardcoded engine limits of Quake? Like the ~500 polys limit for models... |
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Spirit

Joined: 20 Nov 2004 Posts: 476
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mh

Joined: 12 Jan 2008 Posts: 909
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Posted: Wed Sep 16, 2009 10:21 pm Post subject: |
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Be aware though that some of the hard limits are absolute, and are derived from data types used in Quake. Example: nodes and leafs have a limit of 32k each, but you can't increase this without changing the BSP format as a signed short data type (which has a max value of 32k) is used to index them. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines |
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frag.machine

Joined: 25 Nov 2006 Posts: 728
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Posted: Wed Sep 16, 2009 10:46 pm Post subject: |
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mh wrote: | Be aware though that some of the hard limits are absolute, and are derived from data types used in Quake. Example: nodes and leafs have a limit of 32k each, but you can't increase this without changing the BSP format as a signed short data type (which has a max value of 32k) is used to index them. |
Actually, I know at least one map (warpc) that has passed this specific 32k limit for max nodes without using a new BSP format (they are stored as unsigned shorts). This, and the abusive use of doors (more than 300) prevents this maps to run in any engine that not breaks compatibility with vanilla GlQuake. _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
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metlslime
Joined: 05 Feb 2008 Posts: 177
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Posted: Thu Sep 17, 2009 5:39 am Post subject: |
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frag.machine wrote: | Actually, I know at least one map (warpc) that has passed this specific 32k limit for max nodes without using a new BSP format (they are stored as unsigned shorts). This, and the abusive use of doors (more than 300) prevents this maps to run in any engine that not breaks compatibility with vanilla GlQuake. |
As far as i can tell, warpc does not exceed the nodes limit (which requires an engine hack to load such a map.)
It does exceed eight other limits, though! |
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mh

Joined: 12 Jan 2008 Posts: 909
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Posted: Thu Sep 17, 2009 8:54 am Post subject: |
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metlslime wrote: | frag.machine wrote: | Actually, I know at least one map (warpc) that has passed this specific 32k limit for max nodes without using a new BSP format (they are stored as unsigned shorts). This, and the abusive use of doors (more than 300) prevents this maps to run in any engine that not breaks compatibility with vanilla GlQuake. |
As far as i can tell, warpc does not exceed the nodes limit (which requires an engine hack to load such a map.)
It does exceed eight other limits, though! |
Definitely exceeds 64k clipnodes for starters. Took me about 4 months to figure out what the hell was going on there.  _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
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frag.machine

Joined: 25 Nov 2006 Posts: 728
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Posted: Fri Sep 18, 2009 1:39 am Post subject: |
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mh wrote: | metlslime wrote: | frag.machine wrote: | Actually, I know at least one map (warpc) that has passed this specific 32k limit for max nodes without using a new BSP format (they are stored as unsigned shorts). This, and the abusive use of doors (more than 300) prevents this maps to run in any engine that not breaks compatibility with vanilla GlQuake. |
As far as i can tell, warpc does not exceed the nodes limit (which requires an engine hack to load such a map.)
It does exceed eight other limits, though! |
Definitely exceeds 64k clipnodes for starters. Took me about 4 months to figure out what the hell was going on there.  |
Yeah, as usual my memory fails me and you're right about the clip nodes limit thing that required an unsigned short cast in order to load the map. Luckily, took me a bit less time and a lot of fprintf() calls to figure out that.  _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
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