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FPSC Classic Product Chat / Larger FPSC map in editor

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Scene Commander
Support Manager
18
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Joined: 3rd May 2008
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Posted: 19th Apr 2011 19:30 Edited at: 19th Apr 2011 19:34
This is still work in progress and has a couple of minor issues, so I've not added it to the WASP thread. But I thought you guys would like to see my work on increasing the map size. In this case it's been doubled. The .exe isn't available yet, so please don't ask for it.



http://jimjamsgames.yolasite.com
GreenDixy
17
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Joined: 24th Jul 2008
Location: Toronto
Posted: 19th Apr 2011 19:34
nice now thats the size it should be what did you change in the source?

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GreenDixy Productions http://GreenDixy.Com
Scene Commander
Support Manager
18
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Joined: 3rd May 2008
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Posted: 19th Apr 2011 19:37
Quote: "what did you change in the source?"


A few lines.. You'll have to let us modders have some secrets..

http://jimjamsgames.yolasite.com
Calvin P
15
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Joined: 20th Feb 2011
Location: In your nightmares.
Posted: 19th Apr 2011 23:44
How well does a map built with the increased size build? I mean, we don't want to be hitting the memory cap with only half a level built.
rolfy
20
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Joined: 23rd Jun 2006
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Posted: 20th Apr 2011 00:17 Edited at: 20th Apr 2011 00:19
The question is, does it build?
I noticed some time ago that a mod had increased the map size but yet to see an actual build with it.

A Mod has been erased by your signature.
Scene Commander
Support Manager
18
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Posted: 20th Apr 2011 16:13
Hi, Yes it does build but is quite slow. And I've encountered a few light mapping issues, but as I say, this is still very much WIP, so hopefully I'll be able to fix these issues soon.

http://jimjamsgames.yolasite.com
lotgd
16
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Joined: 2nd Apr 2010
Location: italy
Posted: 20th Apr 2011 16:19
great news! I hope it will work

Payam
17
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Joined: 28th Mar 2009
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Posted: 25th Apr 2011 20:14
Having a double map is not a good idea I think.

There should be a maximum and minimum size to use.
For example you set the minimum at 2*2*2 and the maximum of 80*80*40 then the users just click on preferences and write the numbers there so they will have that size.
Or while clicking on 'new' it asks the size.

If this is hard(I know it is)then you can put some fixed sizes.
1.Small(20*20*10)
2.Normal(40*40*20)
3.Huge(80*80*40)
Then we can just choose one of them.
After happening this:Just like when you choose the reduce type of texture size you can choose the type of level size.

Have our guns was a mistake!!!

I am PaYaM
Doomster
18
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Joined: 8th Nov 2007
Location: Germany
Posted: 25th Apr 2011 20:18 Edited at: 25th Apr 2011 20:24
Quote: "users just click on preferences"


Quote: "Or while clicking on 'new' it asks the size."


That's not possible, since the source for the editor window itself is closed source and won't be released (because it checks whether the serial code is valid, disables the "Build Game" option on the free version, etc.) unless FPS Creator turns into a freeware application someday, which probably won't happen, or Lee itself implements this.

I personally don't think the map size should be extended yet, since the engine isn't even stable enough to handle the current size that good, major performance and speed optimizations should be made to FPS Creator, as well as DarkBasic Pro, before this is considered.

-Doomster

Payam
17
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Joined: 28th Mar 2009
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Posted: 25th Apr 2011 20:54
Quote: "That's not possible, since the source for the editor window itself is closed source"


Oh yes I forgot that,But if this complete one day and Scene Commander decide to put it in WASP I think there should be normal size of WASP too.
Or double is a lot and I think just 50*50*20 is enough.
40*40*20=32000 Unit but 50*50*20=50000 and it is 18000 unit larger and it is enough.

Have our guns was a mistake!!!

I am PaYaM
Daniel wright 2311
User Banned
Posted: 25th Apr 2011 21:41
I was the first one to do this, it worked after alot of work but in the end it was a mess to deal with. The problems where not worth the time in the end. Even if you get all the problems fixed no one will use it as when you hit the new erea of the map there will be alot of problems other then just light maps, the whole code for the engine is coded on that map size and the memory leaks was my bigest problem. there will be no way to kill the momory leaks in the end and on top of that there will be holes in the map all the way through unless you change the map size for everything. even if you do there will be hugh slow down. I wish you good luck and mabey you will make this work as I could not.

heres to you if you get it working correctly

my signature keeps being erased by a mod So this is my new signature.
light mod
15
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Joined: 26th May 2011
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Posted: 3rd Jun 2011 05:41
how do you make the map size bigger?

please let me know!
Benjamin
23
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Joined: 24th Nov 2002
Location: France
Posted: 3rd Jun 2011 09:40
Quote: "how do you make the map size bigger?"


It's probably just a case of changing a variable or two in the source code.



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Defy
FPSC BOTB Developer
VBOTB Developer '09
18
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Joined: 20th Aug 2007
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Posted: 3rd Jun 2011 12:54
As I've mentioned to some others. I had a theory, if the standard 100 squared block size grid was reduced to 50 squared, which would double the size of grid squares without expanding the grid. However all media would need to be resized.

All the best on working this out anyway.

light mod
15
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Posted: 7th Jun 2011 02:55
Would it be possible to get this mod from you?

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