User:SirYodaJedi/YBSP: Difference between revisions

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(Created page with "{{draft}} '''YBSP''' ("Yui's BSP") is an upcoming fork of VBSP for {{src13mp}}, with almost all of {{mapbase}} VBSP's features, plus additional features. == Features == =...")
 
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== Features ==
== Features ==
=== New features ===
=== New features ===
* todo
* Allow {{cmd|%CompileNoChop}}, {{cmd|%CompileNoLight}}, and {{cmd|%CompileNoShadows}} to be used alongside other [[material map compile flags]]
* New {{code|%Contents_*}} and {{code|%Surf_*}} VMT compile flags, which are parsed last, and allow explicitly setting [[BSP flags (Source)|BSP flags]]. Only use if you know what you are doing.
:{{note|Several contents flags will require being used alongside {{code|%Contents_Empty}} to have the desired effect.}}
* {{code|%CompileDebris}}, which (should) block bullets and [[VPhysics]], but allow [[QPhysics]] to pass through. Useful for stairs.
=== From Mapbase ===
=== From Mapbase ===
* Thread limit increased to 32
* Thread limit increased to 32

Revision as of 17:08, 13 September 2024

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This is a draft user page. It is a work in progress open to editing by anyone.
Remember to check for any notes left by the tagger at this article's talk page.

YBSP ("Yui's BSP") is an upcoming fork of VBSP for Source 2013 Multiplayer, with almost all of Mapbase VBSP's features, plus additional features.

Features

New features

Note.pngNote:Several contents flags will require being used alongside %Contents_Empty to have the desired effect.
  • %CompileDebris, which (should) block bullets and VPhysics, but allow QPhysics to pass through. Useful for stairs.

From Mapbase

  • Thread limit increased to 32
  • Removed warnings for occluders straddling multiple brushes, as this is believed to have only been a problem in 2004-2006 versions of Source
  • Fixed func_detail smoothing groups (from ValveSoftware/source-sdk-2013 #391)
  • Applied various manifest fixes (from DeathByNukes/source-sdk-2013)
  • Allowed all models with $staticprop to be used as prop_static (replicated from Slammin' Source)
  • Parallax corrected cubemap support (from the VDC article)
  • -leaktest enabled by default and replaced with a -noleaktest command (replicated from Slammin' Source)

%* compileNoShadows command (replicated from Slammin' Source)

  • Areaportal leaks terminate VBSP, just like regular leak testing (disabled when -noleaktest is used)
  • Default cubemaps not generated by default due to an in-shader alternative used by Mapbase; new -defaultcubemap command to reinstate behavior (was previously just -nodefaultcubemap, which was replicated from Slammin' Source)
  • Raised limits based on research from ficool2:
  • Raised maximum VBSP entities from 8192 to 65536 (Not in-game entities! This is for static props and other internal entities)
  • Raised maximum VBSP overlays from 512 to 8192
Note.pngNote:Maximum VRAD worldlights is also raised to 65536, but this project does not touch VRAD itself, and as such will not include a custom VRAD build.

External links