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#ActualByteTroll

Posted 25 August 2013 - 09:48 PM

 

Urm, I dont believe Microsoft has had much involvement with id Softwares games (other than porting Doom in its entirety to Windows 95 ;)

 Didn't John Carmack port Doom to 95? I swear I remember watching an interview were Carmack said he ported Doom for Microsoft.  I might (and probably am) mistaking though wub.png

 

Anyways, for the OP: I find a lot of these questions too ambiguous. Most of these questions are for very specific parts of designs (such as showing errors for leaks).  As you stated above, not every engine shows map leaks.  This is a specific design choice that you may or may not have to implement based on your design choices and what requirements your game demands.  Regardless, I will take a stab at some of the more generic questions.  First off, as mentioned above (and depending on your map size), I would recommend staying away from binary space partitioning.  If I remember my Unreal days correctly, Unreal uses BSP to flesh out map ideas, but that is about it.  Binary space partitioning usually tends to get a little bit effigy with large maps.

 

 

Load and save config file before map editor application loads current config file?

Loading and saving config files is pretty straight forward.  There are several third party libraries that offer config support (both INI and XML based).  I have had to implement config file systems several times and there really is not anything to them.  Config files are usually just ASCII files that have a section and a key.  To load them, open a file, read the section, read the key line, and then store the key and the value after the equal sign.  How you chose to use that stored information is dependent on your needs.  As for writing them, create a function that takes a section, key, and value.  Write the section, key and value to a new file.

 

 

How do i add same distance / incress max_edit or max_leafs from Half-Life's Limit? If i create my one awesome engine with large distance example -/+ 49152. -/+ means z, x and y with - and + looks like my picture:

Based on the picture you provided, you appear to be talking about the 'move widget.'  That is usually handled by the renderer and is drawn into a viewport.  Correct me if this is not what you were talking about.

 

 

Is it possible for large limit of game engine like you want build same bigger enlarge map. If we are using high-level computer or laptop than it is allowed or forbidden?

Enabling/limiting parts of a game/engine is different for each component at hand.  An example of this is an OpenGL based renderer.  OpenGL extensions are commonly used, however, not all extensions are supported by all video cards.  Usually a check function to created to determine if an extension is present.  If it is, return true and enable it, else skip over it.

 

Map compiling is one of those ambiguous questions, but the gist of it is this. The map compiler opens up the map and compiles it -- "simple as that".  It is never that simple, but again, depends on your games needs.  I have worked on projects where the editor stores the raw map file in a folder and then come compile time, the whole folder is taken in and compiled. How all of this is done and the resulting file (and how it is loaded/saved/run/etc is dependent on design).  In that project, our compiler simply created an obfuscated zip file.  The map file was packed in the root of the zip, with sub folders containing game data and map scripting.

 

   ObfuscatedZip
         - > MapFile

         - > MapBaseScriptFile
         - > MapTextures
                  --> rockwall.png
                  --> grasslayer01.png
         - > MapAudio
         - > Etc

Our map file format stored a reference to a base script file that our editor wrote to.  When the map loaded, it would read the script file and grab the resources

 

Hopefully this clears up some of your questions.


#10ByteTroll

Posted 25 August 2013 - 09:48 PM

 

Urm, I dont believe Microsoft has had much involvement with id Softwares games (other than porting Doom in its entirety to Windows 95 ;)

 Didn't John Carmack port Doom to 95? I swear I remember watching an interview were Carmack said he ported Doom for Microsoft.  I might (and probably am) mistaking though wub.png

 

Anyways, for the OP: I find a lot of these questions too ambiguous. Most of these questions are for very specific parts of designs (such as showing errors for leaks).  As you stated above, not every engine shows map leaks.  This is a specific design choice that you may or may not have to implement based on your design choices and what requirements your game demands.  Regardless, I will take a stab at some of the more generic questions.  First off, as mentioned above (and depending on your map size), I would recommend staying away from binary space partitioning.  If I remember my Unreal days correctly, Unreal uses BSP to flesh out map ideas, but that is about it.  Binary space partitioning usually tends to get a little bit effigy with large maps.

 

 

Load and save config file before map editor application loads current config file?

Loading and saving config files is pretty straight forward.  There are several third party libraries that offer config support (both INI and XML based).  I have had to implement config file systems several times and there really is not anything to them.  Config files are usually just ASCII files that have a section and a key.  To load them, open a file, read the section, read the key line, and then store the key and the value after the equal sign.  How you chose to use that stored information is dependent on your needs.  As for writing them, create a function that takes a section, key, and value.  Write the section, key and value to a new file.

 

 

How do i add same distance / incress max_edit or max_leafs from Half-Life's Limit? If i create my one awesome engine with large distance example -/+ 49152. -/+ means z, x and y with - and + looks like my picture:

Based on the picture you provided, you appear to be talking about the 'move widget.'  That is usually handled by the renderer and is drawn into a viewport.  Correct me if this is not what you were talking about.

 

 

Is it possible for large limit of game engine like you want build same bigger enlarge map. If we are using high-level computer or laptop than it is allowed or forbidden?

Enabling/limiting parts of a game/engine is different for each component at hand.  An example of this is an OpenGL based renderer.  OpenGL extensions are commonly used, however, not all extensions are supported by all video cards.  Usually a check function to created to determine if an extension is present.  If it is, return true and enable it, else skip over it.

 

Map compiling is one of those ambiguous questions, but the gist of it is this. The map compiler opens up the map and compiles it -- "simple as that".  It is never that simple, but again, depends on your games needs..  I have worked on projects where the editor stores the raw map file in a folder and then come compile time, the whole folder is taken in and compiled. How all of this is done and the resulting file (and how it is loaded/saved/run/etc is dependent on design).  In that project, our compiler simply created an obfuscated zip file.  The map file was packed in the root of the zip, with sub folders containing game data and map scripting.

 

   ObfuscatedZip
         - > MapFile

         - > MapBaseScriptFile
         - > MapTextures
                  --> rockwall.png
                  --> grasslayer01.png
         - > MapAudio
         - > Etc

Our map file format stored a reference to a base script file that our editor wrote to.  When the map loaded, it would read the script file and grab the resources

 

Hopefully this clears up some of your questions.


#9ByteTroll

Posted 25 August 2013 - 09:46 PM

 

Urm, I dont believe Microsoft has had much involvement with id Softwares games (other than porting Doom in its entirety to Windows 95 ;)

 Didn't John Carmack port Doom to 95? I swear I remember watching an interview were Carmack said he ported Doom for Microsoft.  I might (and probably am) mistaking though wub.png

 

Anyways, for the OP: I find a lot of these questions too ambiguous. Most of these questions are for very specific parts of designs (such as showing errors for leaks).  As you stated above, not every engine shows map leaks.  This is a specific design choice that you may or may not have to implement based on your design choices and what requirements your game demands.  Regardless, I will take a stab at some of the more generic questions.  First off, as mentioned above (and depending on your map size), I would recommend staying away from binary space partitioning.  If I remember my Unreal days correctly, Unreal uses BSP to flesh out map ideas, but that is about it.  Binary space partitioning usually tends to get a little bit effigy with large maps.

 

 

Load and save config file before map editor application loads current config file?

Loading and saving config files is pretty straight forward.  There are several third party libraries that offer config support (both INI and XML based).  I have had to implement config file systems several times and there really is not anything to them.  Config files are usually just ASCII files that have a section and a key.  To load them, open a file, read the section, read the key line, and then store the key and the value after the equal sign.  How you chose to use that stored information is dependent on your needs.  As for writing them, create a function that takes a section, key, and value.  Write the section, key and value to a new file.

 

 

How do i add same distance / incress max_edit or max_leafs from Half-Life's Limit? If i create my one awesome engine with large distance example -/+ 49152. -/+ means z, x and y with - and + looks like my picture:

Based on the picture you provided, you appear to be talking about the 'move widget.'  That is usually handled by the renderer and is drawn into a viewport.  Correct me if this is not what you were talking about.

 

 

Is it possible for large limit of game engine like you want build same bigger enlarge map. If we are using high-level computer or laptop than it is allowed or forbidden?

Enabling/limiting parts of a game/engine is different for each component at hand.  An example of this is an OpenGL based renderer.  OpenGL extensions are commonly used, however, not all extensions are supported by all video cards.  Usually a check function to created to determine if an extension is present.  If it is, return true and enable it, else skip over it.

 

Map compiling is one of those ambiguous questions, but the gist of it is this. The map compiler opens up the map and compiles it -- "simple as that".  It is never that simple, but again, depends on your games needs..  I have worked on projects where the editor stores the raw map file in a folder and then come compile time, the whole folder is taken in and compiled.  The result of this operation is the compiled map file.  How all of this is done and the resulting file (and how it is loaded/saved/run/etc is dependent on design).  In that project, our compiler simply created an obfuscated zip file.  The map file was packed in the root of the zip, with sub folders containing game data and map scripting.

 

   ObfuscatedZip
         - > MapFile
         - > MapTextures
                  --> rockwall.png
                  --> grasslayer01.png
         - > MapAudio
         - > Etc

Our map file format stored a reference to a base script file that our editor wrote to.  When the map loaded, it would read the script file and grab the resources

 

Hopefully this clears up some of your questions.


#8ByteTroll

Posted 25 August 2013 - 09:45 PM

 

Urm, I dont believe Microsoft has had much involvement with id Softwares games (other than porting Doom in its entirety to Windows 95 ;)

 Didn't John Carmack port Doom to 95? I swear I remember watching an interview were Carmack said he ported Doom for Microsoft.  I might (and probably am) mistaking though wub.png

 

Anyways, for the OP: I find a lot of these questions too ambiguous. Most of these questions are for very specific parts of designs (such as showing errors for leaks).  As you stated above, not every engine shows map leaks.  This is a specific design choice that you may or may not have to implement based on your design choices and what requirements your game demands.  Regardless, I will take a stab at some of the more generic questions.  First off, as mentioned above (and depending on your map size), I would recommend staying away from binary space partitioning.  If I remember my Unreal days correctly, Unreal uses BSP to flesh out map ideas, but that is about it.  Binary space partitioning usually tends to get a little bit effigy with large maps.

 

 

Load and save config file before map editor application loads current config file?

Loading and saving config files is pretty straight forward.  There are several third party libraries that offer config support (both INI and XML based).  I have had to implement config file systems several times and there really is not anything to them.  Config files are usually just ASCII files that have a section and a key.  To load them, open a file, read the section, read the key line, and then store the key and the value after the equal sign.  How you chose to use that stored information is dependent on your needs.  As for writing them, create a function that takes a section, key, and value.  Write the section, key and value to a new file.

 

 

How do i add same distance / incress max_edit or max_leafs from Half-Life's Limit? If i create my one awesome engine with large distance example -/+ 49152. -/+ means z, x and y with - and + looks like my picture:

Based on the picture you provided, you appear to be talking about the 'move widget.'  That is usually handled by the renderer and is drawn into a viewport.  Correct me if this is not what you were talking about.

 

 

Is it possible for large limit of game engine like you want build same bigger enlarge map. If we are using high-level computer or laptop than it is allowed or forbidden?

Enabling/limiting parts of a game/engine is different for each component at hand.  An example of this is an OpenGL based renderer.  OpenGL extensions are commonly used, however, not all extensions are supported by all video cards.  Usually a check function to created to determine if an extension is present.  If it is, return true and enable it, else skip over it.

 

Map compiling is one of those ambiguous questions, but the gist of it is this. The map compiler opens up the map and compiles it -- simple as that.  Never as simple as that, but again, depends on the situation.  I have worked on projects where the editor stores the raw map file in a folder and then come compile time, the whole folder is taken in and compiled.  The result of this operation is the compiled map file.  How all of this is done and the resulting file (and how it is loaded/saved/run/etc is dependent on design).  In that project, our compiler simply created an obfuscated zip file.  The map file was packed in the root of the zip, with sub folders containing game data and map scripting.

 

   ObfuscatedZip
         - > MapFile
         - > MapTextures
                  --> rockwall.png
                  --> grasslayer01.png
         - > MapAudio
         - > Etc

Our map file format stored a reference to a base script file that our editor wrote to.  When the map loaded, it would read the script file and grab the resources

 

Hopefully this clears up some of your questions.


#7ByteTroll

Posted 25 August 2013 - 09:44 PM

 

Urm, I dont believe Microsoft has had much involvement with id Softwares games (other than porting Doom in its entirety to Windows 95 ;)

 Didn't John Carmack port Doom to 95? I swear I remember watching an interview were Carmack said he ported Doom for Microsoft.  I might (and probably am) mistaking though wub.png

 

Anyways, for the OP: I find a lot of these questions too ambiguous. Most of these questions are for very specific parts of designs (such as showing errors for leaks).  As you stated above, not every engine shows map leaks.  This is a specific design choice that you may or may not have to implement based on your design choices and what requirements your game demands.  Regardless, I will take a stab at some of the more generic questions.  First off, as mentioned above (and depending on your map size), I would recommend staying away from binary space partitioning.  If I remember my Unreal days correctly, Unreal uses BSP to flesh out map ideas, but that is about it.  Binary space partitioning usually tends to get a little bit effigy with large maps.

 

 

Load and save config file before map editor application loads current config file?

Loading and saving config files is pretty straight forward.  There are several third party libraries that offer config support (both INI and XML based).  I have had to implement config file systems several times and there really is not anything to them.  Config files are usually just ASCII files that have a section and a key.  To load them, open a file, read the section, read the key line, and then store the key and the value after the equal sign.  How you chose to use that stored information is dependent on your needs.  As for writing them, create a function that takes a section, key, and value.  Write the section, key and value to a new file.

 

 

How do i add same distance / incress max_edit or max_leafs from Half-Life's Limit? If i create my one awesome engine with large distance example -/+ 49152. -/+ means z, x and y with - and + looks like my picture:

Based on the picture you provided, you appear to be talking about the 'move widget.'  That is usually handled by the renderer and is drawn into a viewport.  Correct me if this is not what you were talking about.

 

 

Is it possible for large limit of game engine like you want build same bigger enlarge map. If we are using high-level computer or laptop than it is allowed or forbidden?

Enabling/limiting parts of a game/engine is different for each component at hand.  An example of this is an OpenGL based renderer.  OpenGL extensions are commonly used, however, not all extensions are supported by all video cards.  Usually a check function to created to determine if an extension is present.  If it is, return true and enable it, else skip over it.

 

Map compiling is one of those ambiguous questions, but the gist of it is this. The map compiler opens up the map and compile its -- simple as that.  Never as simple as that, but again, depends on the situation.  I have worked on projects where the editor stores the raw map file in a folder and then come compile time, the whole folder is taken in and compiled.  The result of this operation is the compiled map file.  How all of this is done and the resulting file (and how it is loaded/saved/run/etc is dependent on design).  In that project, our compiler simply created an obfuscated zip file.  The map file was packed in the root of the zip, with sub folders containing game data and map scripting.

 

   ObfuscatedZip
         - > MapFile
         - > MapTextures
                  --> rockwall.png
                  --> grasslayer01.png
         - > MapAudio
         - > Etc

Our map file format stored a reference to a base script file that our editor wrote to.  When the map loaded, it would read the script file and grab the resources

 

Hopefully this clears up some of your questions.


#6ByteTroll

Posted 25 August 2013 - 09:44 PM

 

Urm, I dont believe Microsoft has had much involvement with id Softwares games (other than porting Doom in its entirety to Windows 95 ;)

 Didn't John Carmack port Doom to 95? I swear I remember watching an interview were Carmack said he ported Doom for Microsoft.  I might (and probably am) mistaking though wub.png

 

Anyways, for the OP: I find a lot of these questions too ambiguous. Most of these questions are for very specific parts of designs (such as showing errors for leaks).  As you stated above, not every engine shows map leaks.  This is a specific design choice that you may or may not have to implement based on your design choices and what requirements your game demands.  Regardless, I will take a stab at some of the more generic questions.  First off, as mentioned above (and depending on your map size), I would recommend staying away from binary space partitioning.  If I remember my Unreal days correctly, Unreal uses BSP to flesh out map ideas, but that is about it.  Binary space partitioning usually tends to get a little bit effigy with large maps.

 

 

Load and save config file before map editor application loads current config file?

Loading and saving config files is pretty straight forward.  There are several third party libraries that offer config support (both INI and XML based).  I have had to implement config file systems several times and there really is not anything to them.  Config files are usually just ASCII files that have a section and a key.  To load them, open a file, read the section, read the key line, and then store the key and the value after the equal sign.  How you chose to use that stored information is dependent on your needs.  As for writing them, create a function that takes a section, key, and value.  Write the section, key and value to a new file.

 

 

How do i add same distance / incress max_edit or max_leafs from Half-Life's Limit? If i create my one awesome engine with large distance example -/+ 49152. -/+ means z, x and y with - and + looks like my picture:

Based on the picture you provided, you appear to be talking about the 'move widget.'  That is usually handled by the renderer and is drawn into a viewport.  Correct me if this is not what you were talking about.

 

 

Is it possible for large limit of game engine like you want build same bigger enlarge map. If we are using high-level computer or laptop than it is allowed or forbidden?

Enabling/limiting parts of a game/engine is different for each component at hand.  An example of this is an OpenGL based renderer.  OpenGL extensions are commonly used, however, not all extensions are supported by all video cards.  Usually a check function to created to determine if an extension is present.  If it is, return true and enable it, skip over it.

 

Map compiling is one of those ambiguous questions, but the gist of it is this. The map compiler opens up the map and compile its -- simple as that.  Never as simple as that, but again, depends on the situation.  I have worked on projects where the editor stores the raw map file in a folder and then come compile time, the whole folder is taken in and compiled.  The result of this operation is the compiled map file.  How all of this is done and the resulting file (and how it is loaded/saved/run/etc is dependent on design).  In that project, our compiler simply created an obfuscated zip file.  The map file was packed in the root of the zip, with sub folders containing game data and map scripting.

 

   ObfuscatedZip
         - > MapFile
         - > MapTextures
                  --> rockwall.png
                  --> grasslayer01.png
         - > MapAudio
         - > Etc

Our map file format stored a reference to a base script file that our editor wrote to.  When the map loaded, it would read the script file and grab the resources

 

Hopefully this clears up some of your questions.


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