News for ya boys, Polyfighter isn't happening, not for a while anyway. 
 
randomnine said that he's really sick of the project and doesn't feel like finishing it so he will release a flight sim style demo to show off all the seksay engine tweaks and then it is on to his next project.  He said he may come back to it and finish it up, but it is going to be a long time before he does.
 
On a more relevant note, methinks the reason Polyfighter can have such big maps is because they are not built, they are generated, which is much different.
 
-Lak
 
----- Original Message -----
From: Jeff Fearn
Sent: Tuesday, January 29, 2002 4:31 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Making WorldCraft's editing area bigger?
 
4 times is still no where near a million on each axis ;) Funny how the least
challenging questions get the most responses though :P

Jeff.

----- Original Message -----
From: "Michael Shimmins" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, January 29, 2002 6:39 PM
Subject: RE: [hlcoders] Making WorldCraft's editing area bigger?


> LOL Adrian :) Just comes in and cuts everyone down with one sentence.
>
> - Shimms
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]]On Behalf Of Adrian Finol
> Sent: Tuesday, 29 January 2002 7:29 PM
> To: '[EMAIL PROTECTED]'
> Subject: RE: [hlcoders] Making WorldCraft's editing area bigger?
>
>
>  Actually, last time I checked the Polyfighter guys had maps 4 times as
big
> as the current limits.
>
> - Adrian
>
>
> -----Original Message-----
> From: Tom [mailto:[EMAIL PROTECTED]]
> Sent: Tuesday, January 29, 2002 2:12 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Making WorldCraft's editing area bigger?
>
>
> I remember some dum ass mod (I think it was uncrossable parallel) leader
> trying to convince aload of people that they way they made the maps like
4x
> as big wasnt my shrinking players on its forums. Im not sure he realised
why
> there is the limit which is currently in place........
>
>
> ----- Original Message -----
> From: "Jeff Fearn" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Tuesday, January 29, 2002 3:00 AM
> Subject: Re: [hlcoders] Making WorldCraft's editing area bigger?
>
>
> > > I don't believe this can be done.  In order to extend the limits, one
> > would
> > > have to modify not only Worldcraft, but the compile tools and the
engine
> > BSP
> > > reading code as well.  As I understand it, spatial locations in BSP
> files
> > are
> > > stored as a 16-bit integer for each coordinate.  The number is stored
in
> > 13.3
> > > format, which means there are 3 bits past the radix point (allowing
> > precision
> > > up to 1/8 unit), but the maximum and minimum numbers that can be
stored
> > are
> > > 4095 and -4096 respectively (therefore the world is 8192x8192x8192).
It
> > would
> > > be possible, if one could modify the engine, to extend this limit, but
> > > precision would have to be given up.  For example, the numbers could
be
> > stored
> > > in 14.2 format, allowing the world to be 16384 units in each
direction,
> > but
> > > with precision only up to 1/4 unit.  It is possible for doors and such
> to
> > > extend beyond the 8192 limit in-game, because the engine uses a
> > floating-point
> > > representation for the coordinates internally---I assume so, at least,
> but
> > > please remember this is all guesswork.
> >
> > Of course if you had access to the engine you'd just store each
> co-ordinate
> > as a 32bit integer and use 29.3, which is about 536 million each axis,
> > lol.You would still have the engine limits as to how large a particular
> > room/area could be, i.e large == laggy. I wonder how this would impact
on
> > performance, especially memory use and how that would affect locality. A
> > large map may cause a lot of page faults etc ... unless your a lucky boy
> > with a Xeon :) then again if you started going in to the millions each
> > direction I bet any computer will have a hard time :P
> >
> > Jeff.
> > _______________________________________________
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> >
>
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