That value is deeply embedded and not easily changeable. I think it's used in the engine code which is not available to be changed. It's a boundary you have to accept.
On Sun, Sep 20, 2009 at 5:18 PM, Joshua Scarsbrook <[email protected]> wrote: > Thanks for the help > > So what you are saying is in mutliplayer games atempt to travel into the > void will resalt in well hitting a invisable wall. anyway i can happly > get ents to travel down there with no ill effects, i went down to > -1000000 with no effects. so the void is fun to explore but there are > still boundrys i will hit, such as objects not being rendered and > lighting being messed up. from what you are saying with the code example > by changing the floot i can remove void boundrys > > Justin Krenz wrote: >> #define MAX_COORD_FLOAT (16384.0f) >> >> Anything outside of the coordinates 16384 to -16384 is not going to >> function properly, and anything outside of this range is going to be >> clamped to the proper range when networked. Go ahead and play in the >> void all you want like it's some magical world, but remember that in >> the end, it's still restricted to the underlying programming. >> >> On Sun, Sep 20, 2009 at 2:50 PM, Joshua Scarsbrook >> <[email protected]> wrote: >> >>> well thanks for the help but i have been into the void with no ill >>> effects once i was done i exited normaly, using garrysmod and entiry >>> debugging, and a overly complex watching station, i was able to get a >>> prop and a entiry to travel down to over -1000000 z units. >>> >>> Damian Pursey wrote: >>> >>>> ^Wow, I just tried that, that's something. Either way, as much as I know >>>> about the void, I know it's smart to avoid it. In one map I made, I used a >>>> big giant room with black texture on the inside, and invisible on the >>>> outside (I don't know if that was necessary or not), then I made another >>>> room about 1 unit away from that with a sky texture. Then I used a >>>> light_environment and lit the map as if it had a black skybox. I'm not sure >>>> what you're trying to accomplish, but it might help. >>>> >>>> On Sun, Sep 20, 2009 at 7:57 AM, Jonas 'Sortie' Termansen >>>> <[email protected] >>>> >>>> >>>>> wrote: >>>>> >>>>> >>>> >>>>> In portal, I once made a portal into the void using Hammer. That was >>>>> interesting. >>>>> >>>>> _______________________________________________ >>>>> To unsubscribe, edit your list preferences, or view the list archives, >>>>> please visit: >>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>>>> >>>>> >>>>> >>>>> >>>> _______________________________________________ >>>> To unsubscribe, edit your list preferences, or view the list archives, >>>> please visit: >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>>> >>>> >>>> >>>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> >>> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

