Aleph One Limitations

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DeepThought
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As a mapmaker and scenario creator, I would like to take full advantage of Aleph One's features. To take full adantage of such features, I will also need to lean my limitations. I am specificly thinking about the current view distance limitation, but a list of all of them would be great as a referance.

Just so i'm perfectly clear, by limitations, I am talking about things like the polygon limitation. In the orginal, it was 1024. What is the limitation now? Is there a limit?

I know some people are going to say for me to just see for myself, but that would be a pain when I beleive that many people already know about this.

If this is more fitting in the "mapping" section, then feel free to move it.

Thanks in advance.
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thermoplyae
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I don't know any of the numbers off the top of my head, but yes, there are still limits in a pedantic sense. The old poly limit of 1024 was removed and was -- I believe -- replaced with a "arbitrary"-sized vector. Your machine, however, can only count up so high; absolute best case is that you have 65,535 polygons, but memory limitations will probably hit you long before then.

Whether or not there are limits that you'll actually be in danger of running into, I don't know. I /think/ so, but only in a couple spots; the vast majority were lifted. Hopefully someone more knowledgeable will reply.
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irons
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Some more info. (although I think thermo's upper bound of 65,535 is probably more correct than my figure of 32k, and maybe the lower bound is actually is 8,196) Most of the limitations you'll now see aren't actually in the engine itself, but instead are in the map file format. Another limit is the min and max floor/ceiling height ranging from -32 WU to +32 WU.

The thing you need to remember, though, is that current tools (Forge) are still under the original limits.
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The Man
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There's actually a way to get around the height limit in Forge - set a platform that extends from ceiling to floor, make it initially inactive and not extended, and specify the desired height for your ceiling and floor. Of course, that isn't particularly practical for most uses, but if you aren't using platforms for much else it can be used to make a few high ceilings or something.

I think Pfhorge can get around the poly limit, but really, does anyone even use it? Then again now that we have visual_mode.lua it may be a bit more practical.
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