Quote: "Also:
* The expanded map editor appears to work perfectly, absolutely no bugs so far. I even fixed the "can't go below 39x39" issue. Now you can go down to as small as 2x2x1, I don't know why you'd want to, but the feature is there nonetheless."
Sounds promising. First thing to ask about. We outlined
here in detail about building maps. If you build a map in the default 40x40x20 and then change it, can you confirm the map you open remains at the default? In theory, if you build a map 40x40x20, save and exit, set your grid to 80x80x20, then open that saved map, it should revert to the default. Last time we tested, we documented our findings. Would be nice to have confirmation on this if you have changed the outcome.
Second thing to ask. Did you construct various levels at various grid sizes and note any build differences? In the thread I linked in the above paragraph, we noticed the build time increased if the grid was larger. Did this change at all? Can you have one map that is 40x40, a second 80x80, and a third 50x50? Was there any issue with build or game playing?
Third, do you still specify grid size according to the INI file like previous?
The above is just to get a bearing on where you're at to where it was before, in case something gets overlooked. By the sounds of it, you may have a good handle on it.
Quote: "* You can set the default window mode size and window title in CommMod.ini"
If you are using the minimap code we sent you a while back, be aware that it was mainly coded for our source. While we too have window mode in our source, we also have our minimaps "auto-adjusting" so they do not become pixelated. That may need to be addressed if you have a minimap that shows normal in full screen and looks to small in windowed. Same with any text you have displayed (either in huds or raw text). They will actually shrink when going to window mode, and we also had to add extra code to our source to compensate when window mode is called.
All in all, you are making great strides!!
Quote: "Also another good thing to help the bigger map would be to find away to have the lightmapping build separately once the universe is built, I've looked into this myself but not worked a way round it yet maybe you have fresh ideas.
"
A few of us have looked at that, and unfortunately it became nothing but a pain to try and get it segregated from the main build. We had a couple of ideas to try, but they did not work out as intended. I did have a third option (along with code to add a "replace-item-in-editor" feature), but it would require access to the actual FPS Creator interface, which was a "no-go".
There's no problem that can't be solved without applying a little scripting.