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ex member

Posted: Mon Feb 15, 2010 9:53 pm
by unregistered
ex member

Re: Critical UED2 bug?

Posted: Mon Feb 15, 2010 10:45 pm
by Turboman.
i asked that a long time ago, apparantly 227 only cuts of zones provided they have their own zoneinfo.

This has some disadvantages for the forgetful mapper, but overall i'm very happy with this feature as it doesn't count zones anymore in tricky bsp area's (semisolid brushes), the way the game handled it before a moderately sized map of mine would immediately hit the 63 zone limit.

Re: UED2 zoneinfo (not a bug), lightcount bug?

Posted: Wed Feb 17, 2010 3:35 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Where does 6 lights count come from? Any map seems to count at least 6 lights from nowhere, even if there is nothing, there are still 6 lights being counted on the stats tab.
There are some variables in ZoneInfo like MinLightCount and MaxLightCount, or something along those lines, and afaik one or both are set to 6 by default, maybe that's somehow related.

Re: Critical UED2 bug?

Posted: Sun Feb 21, 2010 1:40 am
by Leo T_C_K
i asked that a long time ago, apparantly 227 only cuts of zones provided they have their own zoneinfo.

This has some disadvantages for the forgetful mapper, but overall i'm very happy with this feature as it doesn't count zones anymore in tricky bsp area's (semisolid brushes), the way the game handled it before a moderately sized map of mine would immediately hit the 63 zone limit.
What are the disadvantages for a forgetful mapper actually?

Re: UED2 zoneinfo (not a bug), lightcount bug?

Posted: Sun Feb 21, 2010 2:43 am
by []KAOS[]Casey
Unzoned areas will get assigned the same zone, and it will attempt to render them even though the zone(s) may be really far.