Sector,Sprites and linedef limits question
#1 Posted 31 December 2011 - 07:21 PM
#2 Posted 31 December 2011 - 07:24 PM
#4 Posted 31 December 2011 - 09:33 PM
#5 Posted 29 October 2015 - 08:41 AM
Since I bumped this anyway, is there a wiki page that lists the vanilla Duke limits? I saw them a while ago but am not finding it at the moment. Just out of curiosity, since mapster lists the larger limits.
Also, does Megaton edition have different limits than eDuke or vanilla Duke 3D?
This post has been edited by PsychoGoatee: 29 October 2015 - 08:58 AM
#6 Posted 29 October 2015 - 11:08 AM
PsychoGoatee, on 29 October 2015 - 08:41 AM, said:
Since I bumped this anyway, is there a wiki page that lists the vanilla Duke limits? I saw them a while ago but am not finding it at the moment. Just out of curiosity, since mapster lists the larger limits.
Also, does Megaton edition have different limits than eDuke or vanilla Duke 3D?
Vanilla Duke´s limits should be:
1024 sectors
4096 sprites
8192 walls
You can see these limits in mapster as long as you won´t break that limit.
I´m not sure if Megaton has a different limit. IIRC the JonoF port has the same limits like Mapster has, so Megaton should have them, too.
#7 Posted 29 October 2015 - 11:37 AM
PsychoGoatee, on 29 October 2015 - 08:41 AM, said:
Mapster32 shows the default vanilla Duke Nukem 3D limits until you break them, that is.
#8 Posted 29 October 2015 - 11:42 AM
This post has been edited by PsychoGoatee: 29 October 2015 - 11:43 AM
#9 Posted 29 October 2015 - 11:45 AM
This post has been edited by MetHy: 29 October 2015 - 11:45 AM
#10 Posted 29 October 2015 - 12:01 PM
MetHy, on 29 October 2015 - 11:45 AM, said:
I'm sure I've played maps that exceed the old limit at least, I just haven't really noticed that side of the behind the scenes until lately. Just loaded up a map that seems complex, Brooklyn Bridge has 11,000 walls anyway, pretty solid number
#11 Posted 22 November 2015 - 09:38 AM
is there some reason why max walls is 16384? Since the original value was 8192. It has been increased, would it be big deal to increase even more, to 32768? Was it big thing to increase from 8192 to 18384?
About the performance, I don't know how game would work with more than 16384 walls, but, with ~16380 walls there are no performance issues at all.
Of course it is pretty rare to have such a big maps..but I was just wondering this. I would like to make a map with walls of 2*current limit:)
#12 Posted 22 November 2015 - 10:18 AM
pmw, on 22 November 2015 - 09:38 AM, said:
Splitting a huge mapping project into several smaller maps connected by a hub map would be a possible alternative.
This post has been edited by LeoD: 22 November 2015 - 10:54 AM
#13 Posted 22 November 2015 - 07:40 PM
#14 Posted 23 November 2015 - 05:54 AM
I remember dabbling with something DT put together, but that was several years back. Does a hassle free resource like this still exist or has the hub feature changed since then?
Edit: Questions restructured.
This post has been edited by quakis: 23 November 2015 - 06:38 AM
#15 Posted 23 November 2015 - 06:50 AM
quakis, on 23 November 2015 - 05:54 AM, said:
I remember dabbling with something DT put together, but that was several years back. Does a hassle free resource like this still exist or has the hub feature changed since then?
#16 Posted 23 November 2015 - 01:14 PM
LeoD, on 23 November 2015 - 06:50 AM, said:
I just took a look at that. Yes, you would definitely need the USER.CON for hub functionality. Map caching in EDuke32 requires CON code to work. And at the risk of souding arrogant, I'm going to point out that the system they used for that is considerably more primitive and less versatile than the code of mine that quakis was referring to, or the later version that I have for WGR2.
Basically, what they have in NBCBP is just a bunch of separate actors with code like this:
define LEXIE5 2477 useractor notenemy LEXIE5 cstat 32768 ifpdistl 800 { startlevel VOLUME 5 soundonce JIBBED_ACTOR5 } enda
Each actor is hardcoded to load a specific map from the episode when the player gets to a certain distance from it. So the player will always end up at the scroll lock start position in the target map, meaning you can't have unlimited entry points to the same map as you can in my version, or have an unlimited number of levels.
Anyone interested can also try my version from 2009, which comes with instructions and is attached. I have more recent code but it's intermixed with code from a TC so I can't easily provide the updated version.
Attached File(s)
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hubmaps.rar (9.55K)
Number of downloads: 129
#17 Posted 23 November 2015 - 01:46 PM
To be honest I completely forgot about the whole hub system in Eduke32 until it was brought up again in this thread. That would have been useful during the development of my last map, since I abuse walls/sprites too much and wouldn't have had to ditch some ideas I had for the back alley and cellar sections. Ah well, no worries now.