Question for TerminX "about Eduke and mapster etc"
#1 Posted 25 January 2013 - 12:54 AM
If I am correct.
Now the limit is 4096 sectors, 16384 lines, 16384 sprites.
But question is how about we increase it?
Maybe double or triple limit.
TROR limit maybe making it 512 or lil more.
If is not too complicated.
Just a suggestion
#2 Posted 25 January 2013 - 02:22 AM
I think it messes things up when you do that without making major changes elsewhere.
#3 Posted 25 January 2013 - 03:07 AM
tell zax when he does this (another thing that's been requested dozens of time):
semiroundboss, on 06 May 2012 - 06:42 PM, said:
then you'll consider thinking about possibly contemplating what he wants
This post has been edited by Forge: 25 January 2013 - 06:24 AM
#4 Posted 25 January 2013 - 10:02 AM
JonoF said:
#5 Posted 25 January 2013 - 11:37 AM
Commando Nukem, on 25 January 2013 - 02:22 AM, said:
I think it messes things up when you do that without making major changes elsewhere.
No limit can be a good idea cus.
Faster ur PC is, more it can handle to stress of massively huge, complex level and or detailed levels.
I remember my very old PC couldn't handle levels with around 800 sectors.
PC was a 4/86 or something
-------------------------
" 16-bit variable reserved. Fourteen bits give a maximum range of 0-16383"
I am not sure if I am right on this.
But what if windows has 32-64 bits?
Mine can hold 64 max I think..
0-32767 - 28bit
0-65535 - 56bit
?
I am not sure if I am right with this.
Unless u mean a diff type of bit
This post has been edited by Zaxtor: 25 January 2013 - 11:42 AM
#6 Posted 25 January 2013 - 12:01 PM
JonoF said:
... but it will mean the most radical and extensive modification of both engine and game that has been done to date. I can tell you right now it won't be me doing it all.
why do you think i posted what i did? you're asking for him to spend ridiculous amounts of time modifying everything - so i threw it back at you. Tx has been hounded about this shit on a constant basis, but nobody who takes the time to harass him takes the time to think about what it would take to pull it off. Somehow they're under the impression that a couple lines of code and viola! magically everything is instantly done.
#7 Posted 25 January 2013 - 12:03 PM
This post has been edited by Achenar: 25 January 2013 - 12:03 PM
#8 Posted 25 January 2013 - 12:31 PM
Technology evolve fast.
So maybe at the time was impossible and today is lil easier to make but still very hard.
I know is radical.
Stuff like that is considered radical.
You can easily set the grid size by modifying the cfg or w/e.
But I am just wondering if we can implement to set sector volume by cfg.
I am sure it will involve radical coding in the game's engine and radical move.
I was sure adding TROR was radically hard.
I respect TerminX choice. I know is radical and complex.
This post has been edited by Zaxtor: 25 January 2013 - 12:32 PM
#9 Posted 25 January 2013 - 01:04 PM
#10 Posted 25 January 2013 - 01:18 PM
Realistically, this isn't ever happening.
#11 Posted 25 January 2013 - 01:29 PM
TerminX, on 25 January 2013 - 01:18 PM, said:
Somehow I feel Eduke32 should never have used 16384 as a constant, but rather as a pre-defined gamevar.
#12 Posted 25 January 2013 - 01:33 PM
http://forums.3dreal...level+train+map
Does anyone else remember this map? Does anyone by any chance still have it? All the links are dead. I mention this map because I remember having problems with launching it as EDuke32 development advanced. I was told that it was because the map actually surpassed even the extended sector/sprite/wall limits and it was a miracle it ever actually ran with EDuke32. Is this legit or is my memory just hazy?
#13 Posted 25 January 2013 - 01:40 PM
Fox, on 25 January 2013 - 01:29 PM, said:
Nobody could have foreseen that we would ever have needed more than 14 bits.
#14 Posted 25 January 2013 - 01:44 PM
#15 Posted 25 January 2013 - 01:55 PM
I'd rather not have more sectors than sacrificing tons of good mods out there.
Is like choosing crushing a 20,000 karat diamond for having 20 free computers.
This post has been edited by Zaxtor: 25 January 2013 - 01:55 PM
#16 Posted 25 January 2013 - 01:56 PM
Zaxtor, on 25 January 2013 - 01:55 PM, said:
Seriously, that sounds exactly what Borat would have said.
#17 Posted 25 January 2013 - 02:19 PM
AVGN says that.
Quote
#18 Posted 25 January 2013 - 03:31 PM
Also
Forge, on 25 January 2013 - 12:01 PM, said:
#19 Posted 25 January 2013 - 04:36 PM
Zaxtor, on 25 January 2013 - 12:31 PM, said:
Technology evolve fast.
So maybe at the time was impossible and today is lil easier to make but still very hard.
It's not impossible, and it's not an issue of tech being prohibitive. The design is the obstacle. You could find and replace "int16_t" with "int32_t" and be some of the way there, but you then have to deal with severe performance and compatibility issues. All the current infrastructure is set up to use the 16-bit values, and there is no reasonable way to change public APIs like CON with something so radical. I suppose even that could be dealt with but it wouldn't be pretty.
Radar, on 25 January 2013 - 01:33 PM, said:
#20 Posted 25 January 2013 - 05:01 PM
#21 Posted 25 January 2013 - 05:05 PM
Radar, on 25 January 2013 - 01:33 PM, said:
Does anyone by any chance still have it?
Attached File(s)
-
Rittballoon.zip (256.36K)
Number of downloads: 293
#22 Posted 25 January 2013 - 05:24 PM
Hank, on 25 January 2013 - 05:01 PM, said:
Yeeaahhh... you're talking about map caching right? How you can move between maps and you find them exactly how you left them? It's possible with con code and there are maps that use this in the AMC TC, and WGRealms 2's hub maps.
#23 Posted 26 January 2013 - 07:06 PM
Micky C, on 25 January 2013 - 03:31 PM, said:
If so, those should have been raised to the max from the get-go.
#24 Posted 26 January 2013 - 07:08 PM
#25 Posted 25 March 2013 - 06:54 AM
So, I'd like to have the wall capacity increased by, say, 300-400 walls. I'd like to see this done today but I can tolerate a delay so long as the updated wall count is available no later than tomorrow morning.
#26 Posted 25 March 2013 - 09:29 AM
This post has been edited by Alan: 25 March 2013 - 09:31 AM
#27 Posted 25 March 2013 - 10:09 AM
Alan, on 25 March 2013 - 09:29 AM, said:
trolling
Even if raising the wall limit were easy (which it is not) it would still be a bad idea imo because it would result in levels that were ridiculously huge and/or with horrible performance. Mappers may sometimes not like limitations, but they need them.
#28 Posted 25 March 2013 - 12:51 PM
Well there is a thing in polymost it does.
When you make fairly big outdoor areas sprites and walls in distance vanishes, but reappear when as you get closer.
Made a test map.
Vanish starts about almost half of the whole large grid (not expanded to the highest one but expanded to 262144 long/wide). Or something
1024x1024 long line is the size of the largest grid square.
Starts when the visible sector is almost 101000 long. Even if you make multi sectors still does same.
Grid length is about 262144
Would be good to fix that incase if someone does huge valley, Huge outdoor levels, hill etc levels it wouldn't do this vanishing act.
Both sprites and sectors are effected. Except skies.
Example of what I mean
Pic 1 at the distance limit of the thing not doing it.
Pic 2 over the distance limit.
Once Trequonia is finished I might make a mod that is 100% polymost / 32bit etc.

BUT with standard 32b non polymost mapster/duke it doesn't do that.
Even if you make it tremendously long. Only in polymost-mode it vanishes.
Pic1 same length as when it starts to bug in polymost-mode, doesn't bug in non-polymost.
Pic2 almost length of the map grid. I made the shade paler or otherwise we don't see ending wall.
#29 Posted 25 March 2013 - 01:56 PM
#30 Posted 25 March 2013 - 02:49 PM
Is a vanishing issues.
Is black cus is (white lines)
If it would be a red elevated sector it would vanish and we would see the sky or w/e.

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