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Max size for progs.dat?

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  • Max size for progs.dat?

    Anyone know what the sizelimits are for progs.dat files, and what happens when they are exceeded?

    SuperCoop is currently compiling a 696kb progs dat (after some chopping of code) and this has a bug in WinQuake where you randomly fall through the floor. When it was slightly bigger (721kb I think) the same thing was happening in Qrack. This bug does seem to be related to the size of the progs.dat, possibly even the size of the progs.dat + the map you are playing.
    Qoetia B4 == 1.93Mb

    Expo Booth '08
    !AXATAXA! == 355.24 Kb Want to take on Quake with only your axe?
    Hunting shamblers since 1996.

  • #2
    r00k,slot zero,jackhole,and yugo2heck are excellent candidates to answer that question.

    maybe even some of the i3D folks
    Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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    • #3
      The only interesting progs limit I know of is the pr_globals amount of 32k that most engines have. DP and my engines can have up to 64k pr_globals.

      Falling through floors sounds like you have a problem with the clipping hulls, which AFAIK is only related to the bsp. Having corrupt clipping hulls or more than 32k clipnodes will in most engines cause that effect.

      If you use one of my engines you'll get warnings when such limits are breached for easy identification.

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      • #4
        There was a discussion about max size at Inside3D a while ago. The concensus then was that there's no actual file size, but there are other limits...
        16:03:04 <gb> when I put in a sng, I think I might need nails
        16:03:30 <gb> the fact that only playtesting tells me that probably means that my mind is a sieve

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        • #5
          Yeah that discussion @ Inside3D was one of the more informative ones I've read.

          Link ...

          http://forums.inside3d.com/viewtopic.php?t=535
          Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

          So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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          • #6
            Originally posted by Baker View Post
            Yeah that discussion @ Inside3D was one of the more informative ones I've read.

            Link ...

            http://forums.inside3d.com/viewtopic.php?t=535
            Nice, I'm trying FTEQCC now which I hadn't used before. It seems less tolerant of my sloppy coding than FrikQui, but I can't figure out how to get FrikQui to tell me how many globals I'm using, FTE says it's 7062 of 32768, so it won't be that.

            Further playtesting is pointing me in a different direction anyway, something to do with waste-box explosions. I think I've got it fixed (bit of a lash up job, but it seems to work). Bit of play testing and if nothing major jumps out of the cupboard I'll try and put up another beta before I head to work.
            Qoetia B4 == 1.93Mb

            Expo Booth '08
            !AXATAXA! == 355.24 Kb Want to take on Quake with only your axe?
            Hunting shamblers since 1996.

            Comment


            • #7
              P.s. anyone tried the FTE engine?

              http://www.fteqw.com/
              Qoetia B4 == 1.93Mb

              Expo Booth '08
              !AXATAXA! == 355.24 Kb Want to take on Quake with only your axe?
              Hunting shamblers since 1996.

              Comment


              • #8
                FTEQW is a great engine with a lot of innovative features. For example, it has a software renderer, OpenGL renderer and a DirectX renderer in a single executable. It has a lot of unique functionality, like it can load Quake 2 and Hexen maps and so forth. I've heard it is great for playing Team Fortress.

                It is a Quakeworld client and can connect to regular Quake servers, but the experience is like a high speed slideshow. It can play regular Quake mods, but it'll have Quakeworld physics so you can do things like easily get away from a fiend. So I guess by default it doesn't get used much by players who like "traditional" Quake.
                Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                Comment


                • #9
                  Shame, it looks like it does some clever things. I've heard Dark-Places can load Q3 & H-L maps, ever tried that?
                  Qoetia B4 == 1.93Mb

                  Expo Booth '08
                  !AXATAXA! == 355.24 Kb Want to take on Quake with only your axe?
                  Hunting shamblers since 1996.

                  Comment


                  • #10
                    Quake3 maps? If by that you mean Q3BSP, then yes. The Nexuiz team uses Q3BSP for its maps because it doesn't have any limitations with object-map collisions.
                    16:03:04 <gb> when I put in a sng, I think I might need nails
                    16:03:30 <gb> the fact that only playtesting tells me that probably means that my mind is a sieve

                    Comment

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