06 December 2023, 18:12 | #1081 |
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Fixed up the highspec version of level A (with the PVS edit and control point routing improvements) to the misc/redesign branch.
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06 December 2023, 18:28 | #1082 |
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This map eX_TKG-A_beta1_q1 is really good.
Looks almost like original. And works with OpenGL quake. It is really nice. |
06 December 2023, 19:20 | #1083 |
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06 December 2023, 19:21 | #1084 |
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06 December 2023, 19:22 | #1085 |
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cool, off to check it out
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06 December 2023, 19:49 | #1086 | |
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Quote:
what I am asking I guess is if I double the zone limit in the editor what would happen? we already extended the point limit from 600 to 800 with no side effects. was it just so it fit in 2 meg? or is there a real brick wall reason? Last edited by abu_the_monkey; 06 December 2023 at 20:07. |
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06 December 2023, 20:37 | #1087 | |
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I would suggest making a branch of the game and editor to explore this limit. |
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06 December 2023, 22:18 | #1088 |
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I might have a bit of time to try this over the weekend.
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06 December 2023, 22:50 | #1089 |
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A little something for the weekend, is it sir? Ooh. Suits you, sir.
Last edited by Karlos; 06 December 2023 at 23:20. |
07 December 2023, 01:27 | #1090 |
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Hmm, still got a couple of wallhumpers on the command deck. I mean I know they're a funny bunch up there but that probably needs fixing...
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07 December 2023, 01:33 | #1091 |
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Ooh!
so a very quick and dirty test and nothing broke too bad. levels loaded and played ok ish. some graphical glitches (hall of mirrors, etc) maybe there is some mileage in this after all? |
07 December 2023, 01:42 | #1092 | |
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Ah dark brown cobblestone. I will never understand it. Almost as if secretly an entirely different game was planned. |
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07 December 2023, 01:48 | #1093 |
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for sure there will be pitfalls ahead
this was, like I said, just a quick and dirty test just doubling the max zone limit and the work memory and buffer space in LevelED. |
07 December 2023, 10:01 | #1094 |
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The 68k processors don't have a byte-index address mode, the smallest index is 16 bits. Of course, if the index gets loaded as a byte and then used as a 16bit index silently or explicitly typecasting it, there might be a hard limit in the code but that should be easy enough to fix. Furthermore, using a 16bits index wouldn't make the code any slower since that is what the processor does anyway.
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08 December 2023, 01:52 | #1095 | |
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Quote:
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08 December 2023, 01:54 | #1096 |
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Changes pushed to the misc/redesign branch.
@abu_the_monkey - you know what they are. Try to find it. |
08 December 2023, 12:02 | #1097 | |
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The only (quite bizarre but hey...) case I could come up with that would result in a byte-size limitation on the 68k would be to have an array aligned to a 256-byte boundary and then somehow access that through a move.b into an index register. But then there wouldn't be any scaling at all and you'd end up with only 64 elements in the array. |
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08 December 2023, 13:34 | #1098 | |
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In any case, experimentation is the key. It sounds like it might be safe anyway. |
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08 December 2023, 14:15 | #1099 |
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08 December 2023, 18:38 | #1100 |
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so, exceeding the 256 zone limit kind of works.
there are issues with the auto map plotting some odd stuff which when toggled on screen caused the lighting in the 'extra' zones to be trashed also around the 280 zone mark all the lighting goes to full bright when it is seen for the first time (at least on the quick map I experimented with) some kind of overflow I guess? otherwise the level geometry rendered ok |
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