Q1 Engines with Extended Limits

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hondobondo
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Q1 Engines with Extended Limits

Post by hondobondo »

I'm trying to compile a list of the engines with not just extended map limits but extended model and sound limits. I know of a few

Enhanced GlQuake (dead link)
Darkplaces http://icculus.org/twilight/darkplaces/
MHQuake https://sourceforge.net/projects/mhquake/
DirectQ https://www.quaddicted.com/files/engines/directq/

I know FitzQuake has a couple of branches but the engine chokes on some of the models that EGLQ and DP can run. Are there any others that anyone knows about?
frag.machine
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Joined: Sat Nov 25, 2006 1:49 pm

Re: Q1 Engines with Extended Limits

Post by frag.machine »

FTE ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
Baker
Posts: 3666
Joined: Tue Mar 14, 2006 5:15 am

Re: Q1 Engines with Extended Limits

Post by Baker »

Quakespasm
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
hondobondo
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Re: Q1 Engines with Extended Limits

Post by hondobondo »

Baker wrote:Quakespasm
crashes: "Too many vertices"

FTEQuake works great looks nice
Baker
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Re: Q1 Engines with Extended Limits

Post by Baker »

Like how many?
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
ericw
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Joined: Sat Jan 18, 2014 2:11 am

Re: Q1 Engines with Extended Limits

Post by ericw »

That message is for mdl vertices, looks like Quakespasm has:
#define MAXALIASVERTS 2000 //johnfitz -- was 1024
hondobondo
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Re: Q1 Engines with Extended Limits

Post by hondobondo »

heres what bengtquake spits out

GL_Upload8: excessive 'progs/g_armor.mdl_0' size 1275k (normal max 1200k)
Mod_LoadAliasModel: excessive triangles (2376, normal max = 2048) in progs/v_2can.mdl
GL_Upload8: excessive 'progs/plgokart.mdl_1' size 2226k (normal max 1200k)
GL_Upload8: excessive 'progs/plgokart.mdl_2' size 2226k (normal max 1200k)
GL_Upload8: excessive 'progs/plgokart.mdl_3' size 2226k (normal max 1200k)
GL_Upload8: excessive 'progs/plgokart.mdl_4' size 2226k (normal max 1200k)
GL_Upload8: excessive 'progs/plgokart.mdl_5' size 2226k (normal max 1200k)
Mod_LoadAliasModel: excessive triangles (2328, normal max = 2048) in progs/enfship.mdl
GL_Upload8: excessive 'progs/crafty2.mdl_7' size 2940k (normal max 1200k)
GL_Upload8: excessive 'progs/crafty2.mdl_8' size 2940k (normal max 1200k)
GL_Upload8: excessive 'progs/crafty2.mdl_9' size 2940k (normal max 1200k)
GL_Upload8: excessive 'progs/crafty2.mdl_10' size 2940k (normal max 1200k)
GL_Upload8: excessive 'progs/rgib2.mdl_0' size 1275k (normal max 1200k)
GL_Upload8: excessive 'progs/rgib2.mdl_1' size 1275k (normal max 1200k)
GL_Upload8: excessive 'progs/rgib4.mdl_0' size 1275k (normal max 1200k)
GL_Upload8: excessive 'progs/rgib4.mdl_1' size 1275k (normal max 1200k)
GL_Upload8: excessive 'progs/plchsaw.mdl_1' size 1884k (normal max 1200k)
GL_Upload8: excessive 'progs/plchsaw.mdl_2' size 1884k (normal max 1200k)
GL_Upload8: excessive 'progs/plchsaw.mdl_3' size 1884k (normal max 1200k)
GL_Upload8: excessive 'progs/plchsaw.mdl_4' size 1884k (normal max 1200k)
GL_Upload8: excessive 'progs/plchsaw.mdl_5' size 1884k (normal max 1200k)
GL_Upload8: excessive 'progs/plchain.mdl_1' size 2105k (normal max 1200k)
GL_Upload8: excessive 'progs/plchain.mdl_2' size 2105k (normal max 1200k)
GL_Upload8: excessive 'progs/plchain.mdl_3' size 2105k (normal max 1200k)
BuildTris: excessive commands (9106, normal max = 8192) in progs/pigcar.mdl
Mod_LoadAliasModel: excessive triangles (3055, normal max = 2048) in progs/emperor.mdl
BuildTris: excessive commands (10236, normal max = 8192) in progs/emperor.mdl
Mod_LoadAliasModel: excessive triangles (3650, normal max = 2048) in progs/bttllord.mdl
BuildTris: excessive commands (11801, normal max = 8192) in progs/bttllord.mdl
Mod_LoadAliasModel: excessive skin height (512, normal max = 480) in progs/overlord.mdl
Mod_LoadAliasModel: excessive triangles (2780, normal max = 2048) in progs/overlord.mdl
BuildTris: excessive commands (8751, normal max = 8192) in progs/overlord.mdl
Mod_LoadAliasModel: excessive skin height (512, normal max = 480) in progs/duke.mdl
Mod_LoadAliasModel: excessive triangles (3028, normal max = 2048) in progs/duke.mdl
BuildTris: excessive commands (10777, normal max = 8192) in progs/duke.mdl
Mod_LoadAliasModel: excessive triangles (2986, normal max = 2048) in progs/queen.mdl
BuildTris: excessive commands (9748, normal max = 8192) in progs/queen.mdl
ED_LoadFromFile: excessive precached sounds (511, normal max = 256)

so its not just vertices :(
Baker
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Joined: Tue Mar 14, 2006 5:15 am

Re: Q1 Engines with Extended Limits

Post by Baker »

Looks like FTE or grabbing the Quakespasm source code and changing some constants and recompiling are your options.
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
Spike
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Joined: Fri Nov 05, 2004 3:12 am
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Re: Q1 Engines with Extended Limits

Post by Spike »

tbh, if you have that many verts you're probably better off going with iqm or md3, depending on engine support.
mdl with other 2000 verticies is kinda silly. you're just going to end up with a whole load of invisible degenerate triangles.

/me wonders if rmqe would suffice.

or yeah, just get everyone to use fte. that works for me. :)
Spike
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Re: Q1 Engines with Extended Limits

Post by Spike »

... yes it does.
it also has .gravitydir too!
Spirit
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Re: Q1 Engines with Extended Limits

Post by Spirit »

Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
r00k
Posts: 1111
Joined: Sat Nov 13, 2004 10:39 pm

Re: Q1 Engines with Extended Limits

Post by r00k »

My newest version of Qrack supports extended limits, ie wARPSPASM and InTheShadowsMod; It also currently supports BSP2, although when adding bsp2 support i somehow broke the original skies! UGH! but, i havent extended anything for model verts. I'll post an official release when i get the skies working again, and re-gain access to my FTP site. :|
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