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. ___ 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
Re: [hlcoders] Making WorldCraft's editing area bigger?
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 leastchallenging questions get the most responses though :PJeff.- Original Message -From: "Michael Shimmins" [EMAIL PROTECTED]To: [EMAIL PROTECTED]Sent: Tuesday, January 29, 2002 6:39 PMSubject: 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 asbig 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 like4x as big wasnt my shrinking players on its forums. Im not sure he realisedwhy 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 theengine 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 storedin 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 bestored 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 couldbe stored in 14.2 format, allowing the world to be 16384 units in eachdirection, 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 impacton 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. ___ 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/hlcodersGet more from the Web. FREE MSN Explorer download : http://explorer.msn.com
Re: [hlcoders] Making WorldCraft's editing area bigger?
Why don't you scale down everthing in your mod ? The more you scale the more space you'll have. Nicemice, Spy Assassinate www.creativelevels.de/spy ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Third person camera problem
That would make sense, the only problem is the thirdperson camera code does not put you into observer mode. Is there any way to increase the client/server updates? I know other mods must have had this problems already (AirHL, HL Rally, Bushido..), so there must be a solution If you follow the same Robin Walker Spectator Tutorial that everyone (including Counter-Strike and TFC) uses, you'll have the same lag problems that they have. The best way to reduce the jerkyness is to reduce the lag... http://hlpp.valveworld.com/tuts/spectator.htm Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Making WorldCraft's editing area bigger?
Last time I checked, our playing area is 33 million units across. The terrain is heightmapped and has to loop to cover such a vast area, but the map itself doesn't loop - players can be over 40 thousand game kilometres away, if you're willing to wait several days for them to get there. I have thought about adapting this method so it loads Quake II bsps or some format without such a size limit as HL's, but while I've written .bsp loading code, writing the physics for bsp's and traceline functions and so on would take me longer than I'm willing to work on it for. -randomnine- 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. LOL Adrian :) Just comes in and cuts everyone down with one sentence. - Shimms Actually, last time I checked the Polyfighter guys had maps 4 times as big as the current limits. - Adrian -- Get a free, personalised email address at http://another.com TXT ALRT! Stop wasting money now. Send FREE, personalised txt from http://another.com
Re: [hlcoders] Making WorldCraft's editing area bigger?
Which has one minor flaw - Worldcraft itself won't make maps that big... - Original Message - From: Nathan Taylor To: HLCoders Sent: Tuesday, January 29, 2002 9:42 PM Subject: Re: [hlcoders] Making WorldCraft's editing area bigger? Hmm, the highly practical method brought to you by botman... - Original Message - From: botman Sent: Tuesday, January 29, 2002 7:49 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Making WorldCraft's editing area bigger? I want to make a big map. I need to make WorldCraft's editing area bigger...how do I do this?Create your own engine? You'll need the source code to the Half-Life engineif you want to make the world bigger. I suggest you start by downloadingthe Quake II source code recently released at the id Software ftp site.(ftp.idsoftware.com).Jeffrey "botman" Broome___To unsubscribe, edit your list preferences, or view the list archives, please visit:http://list.valvesoftware.com/mailman/listinfo/hlcoders Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com
[hlcoders] Powered by GameSpy
Hi, The last release of our MOD (Vampire-Slayer) saw the addition of built in bots. An unforeseen side effect of this is that the player rankings of www.CSports.net (powered by GameSpy) are now dominated by bot players. Can someone tell me how these stats are colated? Would filtering bot kills from the log files do the trick or is there more to.. thanks. rt.
RE: [hlcoders] VALVe: Gmax Quickie
Nope. If something happens with that, this will be one of the first places you'd hear about it. -Original Message- From: Nathan Taylor [mailto:[EMAIL PROTECTED]] Sent: Tuesday, January 29, 2002 2:36 AM Any word yet? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Making WorldCraft's editing area bigger?
The trade off I believe though is this: you need to shrink your textures down quite a bit so you're not a midget in giant pixel land. Suppose you made the character 1/2 size, and scaled all your textures 1/2 as well to keep things looking good. I imagine you'd put a heavier load on the engine to do that. Now if you still model HL style maps - and don't try and do HOAs (Huge Open Areas), you're fine. (I think) Nicemice wrote: Why don't you scale down everthing in your mod ? The more you scale the more space you'll have. Nicemice, Spy Assassinate www.creativelevels.de/spy ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- I think...I think it's in my basement. Let me go upstairs and check. -M.C. Escher ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Powered by GameSpy
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] AHAHAHAH thats funny, I think the only way to do it is to keep them from being loged at all. But I doubt thats even it. I think thats the funniest thing I have ever heard, thanks for the laugh. Sarge_Spank www.illicitstudios.com - Original Message - From: Richard Taylor To: [EMAIL PROTECTED] Sent: Tuesday, January 29, 2002 2:45 PM Subject: [hlcoders] Powered by GameSpy Hi, The last release of our MOD (Vampire-Slayer) saw the addition of built in bots. An unforeseen side effect of this is that the player rankings of www.CSports.net (powered by GameSpy) are now dominated by bot players. Can someone tell me how these stats are colated? Would filtering bot kills from the log files do the trick or is there more to.. thanks. rt. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VALVe: Gmax Quickie
-- [ Picked text/plain from multipart/alternative ] Cool, thanks. -Lak - Original Message - From: Leon Hartwig Sent: Tuesday, January 29, 2002 9:34 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] VALVe: Gmax Quickie Nope. If something happens with that, this will be one of the first places you'd hear about it. -Original Message- From: Nathan Taylor [mailto:[EMAIL PROTECTED]] Sent: Tuesday, January 29, 2002 2:36 AM Any word yet? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web. FREE MSN Explorer download : http://explorer.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders