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Hardcoded limits list?

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Hardcoded limits list?

Postby asdqwe » Wed Sep 16, 2009 1:34 pm

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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Last edited by asdqwe on Tue Feb 01, 2011 9:43 pm, edited 1 time in total.
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Postby Spirit » Wed Sep 16, 2009 3:06 pm

Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Postby mh » Wed Sep 16, 2009 10:21 pm

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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Postby frag.machine » Wed Sep 16, 2009 10:46 pm

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.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby metlslime » Thu Sep 17, 2009 5:39 am

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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Postby mh » Thu Sep 17, 2009 8:54 am

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. :lol:
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Postby frag.machine » Fri Sep 18, 2009 1:39 am

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. :lol:


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. :lol:
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