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asdqwe



Joined: 05 Apr 2009
Posts: 24

PostPosted: Wed Sep 16, 2009 1:34 pm    Post subject: Hardcoded limits list? Reply with quote

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

PostPosted: Wed Sep 16, 2009 3:06 pm    Post subject: Reply with quote

Check the bottom of http://user.tninet.se/~xir870k/readmegl.txt
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mh



Joined: 12 Jan 2008
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PostPosted: Wed Sep 16, 2009 10:21 pm    Post subject: Reply with quote

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.
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frag.machine



Joined: 25 Nov 2006
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PostPosted: Wed Sep 16, 2009 10:46 pm    Post subject: Reply with quote

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.
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metlslime



Joined: 05 Feb 2008
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PostPosted: Thu Sep 17, 2009 5:39 am    Post subject: Reply with quote

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
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PostPosted: Thu Sep 17, 2009 8:54 am    Post subject: Reply with quote

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. Laughing
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Fri Sep 18, 2009 1:39 am    Post subject: Reply with quote

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. Laughing


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. Laughing
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