Author Topic: 256 Player Group Mapping Project  (Read 27441 times)

Offline Yendor

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Re: 256 Player Group Mapping Project
« Reply #60 on: April 02, 2009, 09:11:23 AM »
Or just British...
 :badgrin:
Fuck out, get it.
 :sorry:
Did somebody miss their tea and crumpets today?  :lolsign:
1, i'm not offended don't worry :P
and 2, damn I haven't had crumpets in a long time, (tea daily though of course) i'll make sure I buy a packet next time I'm at Somerfield. mmm buttered crumpets fresh out the toaster.
anyways, gl on the mappy map map :P

Golly, I'm kinda partial to Bubble-and-Squeak!   I could never keep Marmite down though!  Overall, I'm a huge fan of England - such a cool place, and the food's good too, despite popular opinion.  I just find it hard to forgive the Brits for what they did to our language! :nana:
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Offline peewee_RotA

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Re: 256 Player Group Mapping Project
« Reply #61 on: April 03, 2009, 08:36:55 PM »
Here's the ben 2 generated map

I had to edit the player_start because it was placed outside of the rooms causing a leak. It's probably about 3/4 of the total size now that it needs to be in the final product. I just really liked the layout that I got. It has a lot of potential.

Jehar is going to take the first shot at the map but he is currently out of town on business for a couple days. If anyone wants to make some changes before he gets back, then feel free!

**EDIT** download removed.. will be re-generated
« Last Edit: April 03, 2009, 09:00:23 PM by peewee_RotA »
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Offline Whirlingdervish

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Re: 256 Player Group Mapping Project
« Reply #62 on: April 03, 2009, 08:52:01 PM »
I took the whole thing in quark and aligned it to the origin 0,0,0 in an attempt to figure out what kind of grid it was made on..

I'm stumped  :dohdohdoh:


You might want to run it again and set Ben to use a grid size of 8 (or a multiple of it) when it cuts the brushes if there's a setting for it.

It will make aligning textures and adding new brushes much easier as people attempt to work on it with different editors, and it will save lots of time in qvis later if the map is perfectly cut up with nothing overlapping before the qbsp program runs.

 :rockon:
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Offline peewee_RotA

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Re: 256 Player Group Mapping Project
« Reply #63 on: April 03, 2009, 08:59:51 PM »
Doh! will do. I'll remove that previous download and generate a new one. I thought that the hall sizes looked a little small, but figured they were 64
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Offline Yendor

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Re: 256 Player Group Mapping Project
« Reply #64 on: April 06, 2009, 11:04:17 AM »
Doh! will do. I'll remove that previous download and generate a new one. I thought that the hall sizes looked a little small, but figured they were 64

Do check the "Settings" under "Play Map" in Ben2.  In this window, check your numbers for Cell Size.  There are three (3) sets of numbers.  For each dimension, X,Y, and Z, there are a Min and Max number.  Since Ben is a intended to be a random map generator, these two numbers are the limits between which Ben will pick a random cell size.  These random numbers are re-randomized every time you click "Play Map". 

To "kill" the random-ness, just set the two numbers, Min and Max, for each dimension to the same value.  This will force all the cells to be the same.  I would recommend a value of 96 or 128.  64 is very tight and some stairways may be impassible.

Also, the cause of your leak would be that the little red "X" cursor is defined as the single-player start when the map is generated.  Make sure your red "X" cursor is inside the map (anywhere), and the leak should go away :)

Cheers!  Can't wait to see it.
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Offline Ace

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Re: 256 Player Group Mapping Project
« Reply #65 on: January 19, 2010, 03:04:22 AM »
What happened to this project?  and how come I just now reading it! O.o lol!  :???:

I was also trying to make a Borg map for a star trek map I was making, but RAD, and VIS fail me all the time.. I am lucky BSP can run it... I keep running into Q2's brush limitations and I kept it simple!
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Offline peewee_RotA

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Re: 256 Player Group Mapping Project
« Reply #66 on: January 19, 2010, 04:01:56 AM »
I had issues with the generated map and put off fixing them until too late. We can give it another shot this year.
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Offline Ace

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Re: 256 Player Group Mapping Project
« Reply #67 on: January 19, 2010, 04:04:18 AM »
There has to be a way to get past this... can someone modifty the max lights?  thats my problem... it keeps saying max lights, but I only have like 128 of them scattered in the map?
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Offline X7

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Re: 256 Player Group Mapping Project
« Reply #68 on: January 19, 2010, 04:21:39 AM »
 :ubershock:

X7
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Offline [BTF] Reflex

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Re: 256 Player Group Mapping Project
« Reply #69 on: January 19, 2010, 05:19:59 AM »
Doesn't say anything about light.  other than switched lights.

Maybe different lighting progs have different maxes?
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Offline [BTF]Jehar

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Re: 256 Player Group Mapping Project
« Reply #70 on: January 19, 2010, 09:37:12 AM »
Compilers like kmq2bsp and q2wmap have muuuuuuuch better performance, and remove or dramatically increase most of those limits, if not all. q2wmap was able to compile my monstrosity of a terrain map in a handful of minutes, and runs great. :D
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Offline Ace

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Re: 256 Player Group Mapping Project
« Reply #71 on: January 19, 2010, 01:23:11 PM »
Well it was also the texture limit effecting me... I had textures 1024x1024 max, and Quake2 apparently dont like those big ones! :(
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Offline [BTF] Reflex

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Re: 256 Player Group Mapping Project
« Reply #72 on: January 26, 2010, 04:55:20 AM »
Some kind of limit on lighted surfaces...

I also had some compile problems on a map,  got alot of great input -> http://tastyspleen.net/quake/forums/index.php?topic=12348.msg127146#msg127146
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Offline QwazyWabbit

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Re: 256 Player Group Mapping Project
« Reply #73 on: January 26, 2010, 11:58:27 PM »
Some limits:

//
// per-level limits
//
#define   MAX_CLIENTS         256      // absolute limit
#define   MAX_EDICTS         1024   // must change protocol to increase more
#define   MAX_LIGHTSTYLES      256
#define   MAX_MODELS         256      // these are sent over the net as bytes
#define   MAX_SOUNDS         256      // so they cannot be blindly increased
#define   MAX_IMAGES         256
#define   MAX_ITEMS         256
#define MAX_GENERAL         (MAX_CLIENTS*2)   // general config strings


// upper design bounds
// leaffaces, leafbrushes, planes, and verts are still bounded by
// 16 bit short limits
#define   MAX_MAP_MODELS      1024
#define   MAX_MAP_BRUSHES      8192
#define   MAX_MAP_ENTITIES                   2048
#define   MAX_MAP_ENTSTRING   0x40000
#define   MAX_MAP_TEXINFO      8192

#define   MAX_MAP_AREAS      256
#define   MAX_MAP_AREAPORTALS   1024
#define   MAX_MAP_PLANES      65536
#define   MAX_MAP_NODES      65536
#define   MAX_MAP_BRUSHSIDES   65536
#define   MAX_MAP_LEAFS      65536
#define   MAX_MAP_VERTS      65536
#define   MAX_MAP_FACES      65536
#define   MAX_MAP_LEAFFACES   65536
#define   MAX_MAP_LEAFBRUSHES         65536
#define   MAX_MAP_PORTALS      65536
#define   MAX_MAP_EDGES      128000
#define   MAX_MAP_SURFEDGES   256000
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Offline LedZep

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Re: 256 Player Group Mapping Project
« Reply #74 on: November 13, 2010, 02:33:01 PM »
Some limits:

//
// per-level limits
//
#define   MAX_CLIENTS         256      // absolute limit
#define   MAX_EDICTS         1024   // must change protocol to increase more
#define   MAX_LIGHTSTYLES      256
#define   MAX_MODELS         256      // these are sent over the net as bytes
#define   MAX_SOUNDS         256      // so they cannot be blindly increased
#define   MAX_IMAGES         256
#define   MAX_ITEMS         256
#define MAX_GENERAL         (MAX_CLIENTS*2)   // general config strings


// upper design bounds
// leaffaces, leafbrushes, planes, and verts are still bounded by
// 16 bit short limits
#define   MAX_MAP_MODELS      1024
#define   MAX_MAP_BRUSHES      8192
#define   MAX_MAP_ENTITIES                   2048
#define   MAX_MAP_ENTSTRING   0x40000
#define   MAX_MAP_TEXINFO      8192

#define   MAX_MAP_AREAS      256
#define   MAX_MAP_AREAPORTALS   1024
#define   MAX_MAP_PLANES      65536
#define   MAX_MAP_NODES      65536
#define   MAX_MAP_BRUSHSIDES   65536
#define   MAX_MAP_LEAFS      65536
#define   MAX_MAP_VERTS      65536
#define   MAX_MAP_FACES      65536
#define   MAX_MAP_LEAFFACES   65536
#define   MAX_MAP_LEAFBRUSHES         65536
#define   MAX_MAP_PORTALS      65536
#define   MAX_MAP_EDGES      128000
#define   MAX_MAP_SURFEDGES   256000


If we overrun the max_leafs, we can always make a novis build. Oh god.
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