mbspc: bump limits to handle complex maps (by SpaKK)
http://www.quake3world.com/forum/viewtopic.php?f=10&t=51522
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@ -60,7 +60,7 @@ extern aas_settings_t aassettings;
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//NOTE: all travel times are in hundreth of a second
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//NOTE: all travel times are in hundreth of a second
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//maximum number of reachability links
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//maximum number of reachability links
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#define AAS_MAX_REACHABILITYSIZE 65536
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#define AAS_MAX_REACHABILITYSIZE 128000 //****** (was 65536 only for very complex maps #Spakk# )
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//number of areas reachability is calculated for each frame
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//number of areas reachability is calculated for each frame
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#define REACHABILITYAREASPERCYCLE 15
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#define REACHABILITYAREASPERCYCLE 15
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//number of units reachability points are placed inside the areas
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//number of units reachability points are placed inside the areas
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@ -2648,7 +2648,7 @@ int AAS_Reachability_Ladder(int area1num, int area2num)
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lreach->next = areareachability[area2num];
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lreach->next = areareachability[area2num];
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areareachability[area2num] = lreach;
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areareachability[area2num] = lreach;
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//
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//
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reach_jump++;
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reach_jump++;
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//
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//
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return qtrue;
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return qtrue;
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#ifdef REACH_DEBUG
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#ifdef REACH_DEBUG
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@ -3728,7 +3728,7 @@ void AAS_Reachability_JumpPad(void)
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SE_TOUCHJUMPPAD|SE_TOUCHTELEPORTER|SE_HITGROUNDAREA, area2num, visualize);
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SE_TOUCHJUMPPAD|SE_TOUCHTELEPORTER|SE_HITGROUNDAREA, area2num, visualize);
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//if prediction time wasn't enough to fully predict the movement
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//if prediction time wasn't enough to fully predict the movement
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//don't enter slime or lava and don't fall from too high
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//don't enter slime or lava and don't fall from too high
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if (move.frames < 30 &&
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if (move.frames < 30 &&
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!(move.stopevent & (SE_ENTERSLIME|SE_ENTERLAVA|SE_HITGROUNDDAMAGE))
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!(move.stopevent & (SE_ENTERSLIME|SE_ENTERLAVA|SE_HITGROUNDDAMAGE))
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&& (move.stopevent & (SE_HITGROUNDAREA|SE_TOUCHJUMPPAD|SE_TOUCHTELEPORTER)))
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&& (move.stopevent & (SE_HITGROUNDAREA|SE_TOUCHJUMPPAD|SE_TOUCHTELEPORTER)))
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{
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{
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@ -4076,7 +4076,7 @@ int AAS_Reachability_WeaponJump(int area1num, int area2num)
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SE_TOUCHJUMPPAD|SE_HITGROUND|SE_HITGROUNDAREA, area2num, visualize);
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SE_TOUCHJUMPPAD|SE_HITGROUND|SE_HITGROUNDAREA, area2num, visualize);
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//if prediction time wasn't enough to fully predict the movement
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//if prediction time wasn't enough to fully predict the movement
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//don't enter slime or lava and don't fall from too high
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//don't enter slime or lava and don't fall from too high
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if (move.frames < 30 &&
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if (move.frames < 30 &&
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!(move.stopevent & (SE_ENTERSLIME|SE_ENTERLAVA|SE_HITGROUNDDAMAGE))
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!(move.stopevent & (SE_ENTERSLIME|SE_ENTERLAVA|SE_HITGROUNDDAMAGE))
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&& (move.stopevent & (SE_HITGROUNDAREA|SE_TOUCHJUMPPAD)))
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&& (move.stopevent & (SE_HITGROUNDAREA|SE_TOUCHJUMPPAD)))
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{
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{
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@ -130,7 +130,7 @@ typedef struct md3Tag_s {
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*/
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*/
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typedef struct {
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typedef struct {
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int ident; //
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int ident; //
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char name[MAX_QPATH]; // polyset name
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char name[MAX_QPATH]; // polyset name
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@ -177,7 +177,7 @@ typedef struct {
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int flags;
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int flags;
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int numFrames;
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int numFrames;
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int numTags;
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int numTags;
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int numSurfaces;
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int numSurfaces;
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int numSkins;
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int numSkins;
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@ -216,26 +216,26 @@ typedef struct {
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// there shouldn't be any problem with increasing these values at the
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// there shouldn't be any problem with increasing these values at the
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// expense of more memory allocation in the utilities
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// expense of more memory allocation in the utilities
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#define Q3_MAX_MAP_MODELS 0x400
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#define Q3_MAX_MAP_MODELS 0x400
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#define Q3_MAX_MAP_BRUSHES 0x8000
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#define Q3_MAX_MAP_BRUSHES 0x10000 //****** was 0x8000 #SpaKK - to align with Q3Map2 #
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#define Q3_MAX_MAP_ENTITIES 0x800
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#define Q3_MAX_MAP_ENTITIES 0x1000 //****** was 0x800 #SpaKK '' #
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#define Q3_MAX_MAP_ENTSTRING 0x10000
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#define Q3_MAX_MAP_ENTSTRING 0x80000 //****** was 0x10000 #SpaKK '' #
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#define Q3_MAX_MAP_SHADERS 0x400
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#define Q3_MAX_MAP_SHADERS 0x800 //****** was 0x400 #SpaKK '' #
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#define Q3_MAX_MAP_AREAS 0x100 // MAX_MAP_AREA_BYTES in q_shared must match!
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#define Q3_MAX_MAP_AREAS 0x100 // MAX_MAP_AREA_BYTES in q_shared must match!
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#define Q3_MAX_MAP_FOGS 0x100
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#define Q3_MAX_MAP_FOGS 0x100 //****** want 30 #SpaKK '' #
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#define Q3_MAX_MAP_PLANES 0x10000
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#define Q3_MAX_MAP_PLANES 0x100000 //****** was 0x10000 #SpaKK '' #
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#define Q3_MAX_MAP_NODES 0x10000
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#define Q3_MAX_MAP_NODES 0x20000 //****** was 0x10000 #SpaKK '' #
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#define Q3_MAX_MAP_BRUSHSIDES 0x10000
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#define Q3_MAX_MAP_BRUSHSIDES 0x100000 //****** was 0x10000 #SpaKK '' #
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#define Q3_MAX_MAP_LEAFS 0x10000
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#define Q3_MAX_MAP_LEAFS 0x20000 //****** was 0x10000 #SpaKK '' #
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#define Q3_MAX_MAP_LEAFFACES 0x10000
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#define Q3_MAX_MAP_LEAFFACES 0x100000 //****** was 0x10000 #SpaKK '' #
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#define Q3_MAX_MAP_LEAFBRUSHES 0x10000
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#define Q3_MAX_MAP_LEAFBRUSHES 0x40000 //****** was 0x10000 #SpaKK '' #
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#define Q3_MAX_MAP_PORTALS 0x10000
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#define Q3_MAX_MAP_PORTALS 0x20000 //****** was 0x10000 #SpaKK '' #
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#define Q3_MAX_MAP_LIGHTING 0x400000
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#define Q3_MAX_MAP_LIGHTING 0x800000 //****** was 0x400000 #SpaKK '' #
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#define Q3_MAX_MAP_LIGHTGRID 0x400000
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#define Q3_MAX_MAP_LIGHTGRID 0x100000 //****** was 0x400000 #SpaKK '' #
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#define Q3_MAX_MAP_VISIBILITY 0x200000
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#define Q3_MAX_MAP_VISIBILITY 0x200000
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#define Q3_MAX_MAP_DRAW_SURFS 0x20000
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#define Q3_MAX_MAP_DRAW_SURFS 0x20000
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#define Q3_MAX_MAP_DRAW_VERTS 0x80000
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#define Q3_MAX_MAP_DRAW_VERTS 0x100000 //****** was 0x80000 #SpaKK '' #
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#define Q3_MAX_MAP_DRAW_INDEXES 0x80000
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#define Q3_MAX_MAP_DRAW_INDEXES 0x80000
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@ -274,8 +274,8 @@ extern int numplanes;
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// map.c
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// map.c
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//=============================================================================
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//=============================================================================
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#define MAX_MAPFILE_PLANES 256000
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#define MAX_MAPFILE_PLANES 512000 //****** ( orig.... 256000 #SpaKK# )
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#define MAX_MAPFILE_BRUSHES 65535
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#define MAX_MAPFILE_BRUSHES 128000 //****** ( orig.... 65535 #SpaKK# )
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#define MAX_MAPFILE_BRUSHSIDES (MAX_MAPFILE_BRUSHES*8)
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#define MAX_MAPFILE_BRUSHSIDES (MAX_MAPFILE_BRUSHES*8)
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#define MAX_MAPFILE_TEXINFO 8192
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#define MAX_MAPFILE_TEXINFO 8192
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