bump MAX_EFRAGS to 4096 (from 2048) and MAX_CHANNELS to 1024 (from 512). For ijed's map - has over 500 ambient sounds, causing it to hit the channel limit, and a lot of static entities, which I guess cause it to exceed the old efrags limit. For future reference, according to mh, the efrags array can be removed entirely in glquake (http://forums.inside3d.com/viewtopic.php?t=1930) and each efrag allocated in the hunk memory.

git-svn-id: http://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@959 af15c1b1-3010-417e-b628-4374ebc0bcbd
This commit is contained in:
ewasylishen 2014-08-10 03:33:59 +00:00
parent ddc1ff561f
commit 8df45ebbd8
2 changed files with 2 additions and 2 deletions

View file

@ -84,7 +84,7 @@ typedef struct
vec3_t start, end;
} beam_t;
#define MAX_EFRAGS 2048 //johnfitz -- was 640
#define MAX_EFRAGS 4096 //ericw -- was 2048 //johnfitz -- was 640
#define MAX_MAPSTRING 2048
#define MAX_DEMOS 8

View file

@ -146,7 +146,7 @@ void SNDDMA_UnblockSound(void);
* ====================================================================
*/
#define MAX_CHANNELS 512 /* johnfitz -- was 128 */
#define MAX_CHANNELS 1024 // ericw -- was 512 /* johnfitz -- was 128 */
#define MAX_DYNAMIC_CHANNELS 128 /* johnfitz -- was 8 */
extern channel_t snd_channels[MAX_CHANNELS];