MAX_EDGE_LINES limit (Compiler limit, Darkplaces limit?)

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MAX_EDGE_LINES limit (Compiler limit, Darkplaces limit?)

Postby linuxkangaroo » Fri Mar 23, 2007 6:31 pm

I have been working on a city map for this game on and off for a few months. Like capture city but with internals. Today I compiled my map with Q3map2 in gtkradiant and I slammed into the MAX_EDGE_LINES wall. In the past I've also slammed into the maxvisportal wall. My question is: is this a wall in the DarkPlaces engine or is it just a hardcoded wall in the compiler. Second question: are there command line arguments that I can pass to that compiler to make MAX_EDGE_LINES higher if DP supports more.

Now, I've optimized my brushwork and got it to compile. The map is not near done so I may smash into it again. If this is a wall in DP could DP be improved so it does not have these limits?

Thankyou for your time, I like your game. It is good to have something to make worlds for in linux now that is all opensource.
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Postby esteel » Fri Mar 23, 2007 6:56 pm

As its the map compiler that freaks out i guess its q3map2 limit. Have you tried to lookup google what others say about this problem? I'm not a mapper so i can't help much in that regard.
Maybe you can work around it be making your map more simple and using models to create more details..
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Postby Psychcf » Fri Mar 23, 2007 9:07 pm

ok, I'm not sure what could be causing that, but did you check for stray entities?
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Postby C.Brutail » Fri Mar 23, 2007 10:20 pm

Reading google (yeah, try to copy paste only your problem, it can do magic in google :roll: ) you have some extremly large brushes. Try to split the large ones (clipper tool and shift+enter) into smaller ones too. For more extre debugging, try to copy-paste parts of your map into a new one, and try to compile only that (this way you'd know where's the actual problem in your map.).
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Postby linuxkangaroo » Fri Mar 23, 2007 10:37 pm

Doing the opposite is what "fixed" it (cosolidating brushes into 1 large brush). But the problem is not my map. The problem is that there is a limit in the compiler which is there because the quake 3 engine doesn't support more then 64000 something tjoints. Does darkplaces engine support more then 64000 tjoints and if so how can I remove or change the upperlimit in the opensource q3map2 compiler (can I pass it an argument). Same with vis (how many portals does dp support, should I edit the compiler's source to match that). In the q3map2 sourcecode the limit is a "static variable". We need less limits.
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Postby linuxkangaroo » Sat Mar 24, 2007 2:43 pm

I am only 1/2 done with the map so I will probably hit into this wall even with the optimized brushes I have now. Is this limit in the darkplaces engine or just in the map compiler (which is opensource and I'm on linux so it can be edited if need be)? How might I rm the limit in the compiler?
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Postby linuxkangaroo » Sat Mar 24, 2007 3:37 pm

I hit the damned limit again. This is absolutly pathetic. I have optimized much of my brushwork and I'm trying to get the outline of the map done (deleting some of the map is not an option). I need a technical solution. Can you please help me with this. Is it a limit in darkplaces or the map compiler? If it is in the compiler how do I raise the limit? Please help me your community from what I read on this site is helpful.

--- FillOutside ---
6300 solid leafs
1580 leafs filled
4066 inside leafs
--- CullSides ---
23954 hidden faces culled
183 coincident faces culled
--- ClipSidesIntoTree ---
--- FaceBSP ---
5416 faces
7360 leafs
--- MakeTreePortals ---
106 tiny portals
0 bad portals
--- FilterStructuralBrushesIntoTree ---
1808 structural brushes
7010 cluster references
--- NumberClusters ---
3644 visclusters
9581 visportals
11790 solidfaces
--- WritePortalFile ---
--- FloodAreas ---
2 areas
--- AddTriangleModels ---
--- AddEntitySurfaceModels ---
--- FilterDetailBrushesIntoTree ---
9822 detail brushes
16353 cluster references
----- FogDrawSurfs -----
0 fog polygon fragments
0 fog patch fragments
0 fogged drawsurfs
--- SubdivideFaceSurfaces ---
--- FixTJunctions ---
************ ERROR ************
MAX_EDGE_LINES
Disconnecting
linuxkangaroo
 

It is a static variable

Postby linuxkangaroo » Sat Mar 24, 2007 5:06 pm

It is a static variable.
Look at https://zerowing.idsoftware.com/svn/rad ... junction.c

see #define MAX_EDGE_LINES 0x10000
If that was changed to #define MAX_EDGE_LINES 0xFFFFF
there would be no problem (might as well change #define MAX_ORIGINAL_EDGES 0x10000 too). Unless DP can't handle it (anyone know?). There seems to be no make file for q3map2, so anyone know how to compile it, or maybe how to patch the binary, or does anyone have a development q3map2 they can patch and compile?
linuxkangaroo
 

Postby leileilol » Sun Mar 25, 2007 2:44 am

fuck off mikeeusa
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Postby linuxkangaroo » Sun Mar 25, 2007 2:52 am

Fixed it by coding and recompiling. If anyone want's the binary ask. Now I can make my map mega detailed and ultra huge (God willing). ha Ha Ha :)

You were happy I was having troubles weren't you.
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