EarthQuake
9.5 on the Richter!

Posts: 2745
Registered: 05-03 |
esselfortium said:
I don't think there are ports that extend that limit, actually. And with blockmap limitations you'll run into issues long before coming even close to the actual maximum boundaries.
I believe strong limit-removing ports are ones that double the segs limit from 32767 to 65535, allowing for a lot more sidedefs. (And I didn't coin that term, heh)
You'll only hit the maximum blocksize if the level covers enough area. Scottymate probably hasn't actually done that yet. From what I understand, he just extended his map past the "normal map space".
Interestingly enough, you can do this and at the same time make use of that space. The extended area should only be for eye-candy purposes though and shouldn't be accessible to the player. The drawback to this, is that the playable area is anchored to one corner of the map, which one it is I don't remember, but it looks something like this:
http://img32.imageshack.us/img32/8273/mapsize.png
In each case, I start off with a 32767x32767 map (green square; ignore any blockmap limits), and start adding onto the map (dashed green areas). The red outline defines the "possible map space", and solid red areas are part of the map that are no longer within the "normal map space". The anchoring effect is what shifts around the "normal map space" and can cause parts of the map you've already built to start exhibiting collision problems. So if you prevent players from entering the red areas, there should be no problems with an map that is wider and longer than 32767 units. In the above example, I've assumed the "anchor" is in the top left corner. It might actually differ, but the concept is the same. I noticed this anchor effect when working on rjspace, and found that I could actually make the map bigger. Unfortunately, there seems to be a maximum viewing distance of about 32768, so parts of the extended area would become HOM at the other end of the map.
Last edited by EarthQuake on 11-03-11 at 15:40
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