User:SirYodaJedi/YBSP

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SirYodaJedi/YBSP
Development with download.png In Open Beta development
TypeOpen source Third Party Tool
DevelopersSirYodaJedi,
Open source contributors to Mapbase
EngineSource Source
Based onSource 2013 Multiplayer's VBSP
 
GitHub
Icon-under construction-blue.png
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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.

It can also be used for Team Fortress 2 branch Garry's Mod by running from a Source 2013 Multiplayer game's bin folder.

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.
  • Add func_group. This currently acts the same as grouping world brushes with Ctrl+G, but additional functionality is planned.
Icon-Important.pngImportant:Hammer++ Hammer++'s lighting preview will inaccurately show the brushes as not casting shadows unless the vrad_brush_cast_shadows KV is set to 1. To work around this issue, the FGD that will ship with YBSP will have 1 set as the default value.
  • Rename info_null entities to _null, preventing vanilla game code from treating them as edicts for the first tick.
  • Replicate %CompileTeam from Left 4 Dead series, for mods that wish to use those flags for their own purposes.
  • Write spawnflags from prop_static/propper_model directly to the static prop lump entry. This allows YBSP to be used with custom VRAD forks that add additional static prop flags without explicitly adding support for them.
  • Strip entities with names starting with propper_ by default, reducing the size of entity lump. This behavoir can be reverted with -keeppropperentities.
  • %CompilePush_X, %CompilePush_Y, and %CompilePush_Z, which push QPhysics entities on the specified axis (in supported games). Any positive value will push on the axis in the positive direction, and any negative value will push on the axis in the negative direction. Speed is always the same, and the flags can be combined to move in diagonals. Designed for flowing water currents.
Warning.pngWarning:Loading a map using these flags in a Portal 2 Portal 2-based or Counter-Strike: Global Offensive Counter-Strike: Global Offensive based game may result in the surface acting like paint, grenade clips, or drone clips.
  • Uncommented -maxlightmapdim and -defaultluxelsize parameters, making them usable.
  • -maxlightmapdim <float> - Maximum size an individual brush face's lightmap is allowed to be before being automatically subdivided. If this exceeds 32 (default), a warning will be printed about it being incompatible with vanilla engine branches.
  • -defaultluxelsize <float> - Luxel scale to use if luxel scale is 0 or absent. Default 16.
  • Explicitly supports enablelightbounce KV on static props when using Garry's Mod VRAD. This behavior can be disabled with -nogmodcompat parameter.

From Mapbase

Note.pngNote:The only features from Mapbase 7.2's VBSP which are missing from YBSP are related to vscript integration; see GitHub issue.
Note.pngNote:YBSP re-adds -leaktest as an inert parameter, to prevent it from stopping compilation.
  • %CompileNoShadows command (replicated from Slammin' Source).
  • Areaportal leaks terminate VBSP, just like regular leak testing (disabled when -noleaktest is used).
  • Default cubemaps now longer generated by default; 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