Tag: #mapping (11) Clear filter ×

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map_pack.bsp cache sometimes stops updating on servers

In #next-update, Redox reported servers where cache/map_pack.bsp stops updating, so new maps load lumps from previous ones until a restart. Rubat said it must be written to disk and may need more error handling, and listed the related log messages. They have to be searched for in console.log with -condebug, which Redox avoids for performance; Cynthia suggested enginespew.

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ALT+F4 now closes the game; map compile tools get TF2 limits and T-junction softcap

Commit efb205 on main enables ALT+F4 to close the game, makes Entity:Get/SetNetworkAngles exist serverside, applies the requested getmetatable() LuaJIT fix and brings several map compiler limits and fixes over from TF2.

Details
  • Enable ALT+F4 closing the game
  • Get/SetNetworkAngles exist serverside for consistency, and check for reasonable values
  • Apply "that getmetatable() LuaJIT fix someone wanted"
  • Handle context menu errors when the "originator" panel is removed
  • Fixed engine.LightStyle only updating static props once (community contribution)
  • Removed non-functional map compile tool parameters (-novconfig, -vproject, -x360/-nox360, -xbox, VBSP -virtualdispphysics); -tmpout moved from VVIS to VBSP; some undocumented VBSP params documented
  • Added -noTJuncsDetail to VBSP from TF2
  • Applied the T-junction limit softcap (community contribution) so the compiler no longer just stops
  • MAX_MAP_TEXINFO bumped to the new TF2 limit (16k → 32k)
  • Removed redundant VRAD code, fixed VRAD potentially adding new planes; VBSP detail sprite limit raised (2 million → 2 billion)
  • r_DrawBeams 2 now affects sprite trails (wireframe)

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T-junction limit request revived after the SDK 2013 update

Akabenko pointed out on the old T-junction limit request that ficool2's pull request removing T-junction errors landed in Source SDK 2013. Cynosphere listed other limits raised in the latest TF2/SDK 2013 update, such as brushes going from 8192 to 32768. The request was closed as completed on 6 October; commit efb205 applies the T-junction softcap.

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Proposal: 65536-unit maps without touching vphysics

Akabenko proposed supporting 65536-unit maps through a GMod-specific BSP revision, without modifying vphysics.dll to avoid the licensing issues around physics.

Details

marchc1 pointed out that everything storing coordinate vectors in the BSP would need to change. DarthTealc suggested Hammer could keep compiling regular maps as BSP version 20. newmoonbat asked why not go above 100k like Strata; Akabenko replied that 128k maps need physics changes — he hit vphysics.dll crashes — which brings licensing issues, and posted the coordinate limits CSO2 and Titanfall 2 use.

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