Hit map_max_entities with LIT compiler help?
A cross-platform port of Hexen II game.
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stevenaaus
Can anyone compile a jsh2colour.exe for windows 32bit modified for 8192, or 4096 or something above 1024 like 2048 (must be like in this qbsp.exe line perhaps, #define MAX_MAP_ENTITIES 1024 > 8192?), I know it works with more entities because even if I cannot compile it with HoT 1.5.0-rc4 win32 qbsp.exe, I can circumvent it with uqehx2bsp.exe (ver.113), and .LIT files apart I can make it work I'm using loads of light to counter balance outside darkness and besides this is a huge SP project that I have started last year loads of maps and detail like never was seen before on Hexen 2, please help and play the beta testing maps.
If you have Linux and know how to move around code/coding you can help me and a lot of people at the same time.
BTW anyone know how to circumvent the max_static_entities (i guess 1024 again? On torches and pain… argh) limit on the HoT 1.5.0-rc4 hexen2.exe?
Thanks in advance Maker of Worlds.
Found some info for the static entities in client.h
#define MAX_STATIC_ENTITIES 256 // torches, etc
maybe any luck in getting up to 512 or 1024?
There you go: http://uhexen2.sourceforge.net/tmp/utils_4096_w32.zip
This contains the utilities compiled for win32 with MAX_MAP_ENTITIES defined as 4096.
I will look at the code and see if those limits can be raised without causing subtle regressions. Same goes for the engine-side MAX_STATIC_ENTITIES.
Ok thank you very much dudes you people rule.