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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
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2 changed files with 2 additions and 2 deletions
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@ -84,7 +84,7 @@ typedef struct
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vec3_t start, end;
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} beam_t;
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#define MAX_EFRAGS 2048 //johnfitz -- was 640
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#define MAX_EFRAGS 4096 //ericw -- was 2048 //johnfitz -- was 640
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#define MAX_MAPSTRING 2048
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#define MAX_DEMOS 8
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@ -146,7 +146,7 @@ void SNDDMA_UnblockSound(void);
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* ====================================================================
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*/
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#define MAX_CHANNELS 512 /* johnfitz -- was 128 */
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#define MAX_CHANNELS 1024 // ericw -- was 512 /* johnfitz -- was 128 */
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#define MAX_DYNAMIC_CHANNELS 128 /* johnfitz -- was 8 */
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extern channel_t snd_channels[MAX_CHANNELS];
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