View Full Version : Build suggestion.
This is something that has got in the way many times and I'm sure many people will benefit from it.
Here it is:
Increase the max wall limits in build.
16000 walls is too small for some of us who do high quality building. So could it be increased?
This also brings me to the question of:
When build had the sprites and sectors limits increased by x4, why was the walls only increased by x2?
Roger
04-09-2005, 10:40 AM
Doesn't Jonof already have raised limits?
TerminX
04-09-2005, 10:49 AM
Chip said:
This is something that has got in the way many times and I'm sure many people will benefit from it.
Here it is:
Increase the max wall limits in build.
16000 walls is too small for some of us who do high quality building. So could it be increased?
This also brings me to the question of:
When build had the sprites and sectors limits increased by x4, why was the walls only increased by x2?
The limits are where they are because of technical reasons which have been discussed previously. Put simply, the values are stored in a 14 bit number, giving a maximum of 16384. I can rather safely say that they will never, ever be raised any further, as nobody really wants to rewrite all of the code that would be necessary to mess with.
Manson
04-10-2005, 05:41 AM
I assume it would be useless to surgest that we could simply write a little script to run through the source, which checks weather we write or read from the storage 'variable' and then rewrite the structure?
Possibly some more code should be rewritten by the prog, but that could be done as well.
I am gonna do a similar script for some of my camera AI coding anyway, so I might be able to do it if you like?
TerminX
04-10-2005, 06:13 AM
Manson said:
I assume it would be useless to surgest that we could simply write a little script to run through the source, which checks weather we write or read from the storage 'variable' and then rewrite the structure?
Possibly some more code should be rewritten by the prog, but that could be done as well.
I am gonna do a similar script for some of my camera AI coding anyway, so I might be able to do it if you like?
No, sorry, completely breaking the current map format and going through 90,000 lines of source code to find what the program missed is not an option.
Killd a ton
04-10-2005, 10:11 AM
that mgiht also end up making old maps unloadable
Manson
04-10-2005, 10:43 AM
I fail to see how a simple check for the mapformat shouldn't work,,, It just might be about time for a new map format anyway,,,,
TerminX
04-10-2005, 01:59 PM
Killd a ton said:
that mgiht also end up making old maps unloadable
This is correct. Also, I guess it's more like 220,000 lines of source, as I forgot to include SW in that figure. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
Killd a ton
04-10-2005, 04:21 PM
Manson said:
I fail to see how a simple check for the mapformat shouldn't work,,, It just might be about time for a new map format anyway,,,,
you go ahead an make it then http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
AlgorithMan
04-13-2005, 12:45 AM
Killd a ton said:
Manson said:
I fail to see how a simple check for the mapformat shouldn't work,,, It just might be about time for a new map format anyway,,,,
you go ahead an make it then http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
hehe http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
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