"mapmrproper" tries to optimize hidden attributes of maps in a way, that the map can be handled in bigger chunks by the renderer. The mipmapping routine does not take into account, if certain textures of a cube are visible at all, when it collects otherwise identical cubes to be handled en-bloc. "mapmrproper" changes invisible textures in a way, that the cubes are in fact identical - so, that the mipmapper is satisfied. This optimization is a bit too huge for now, to be used by savemap by default (instead of toptimize()) - even though mapmrproper is far superior to toptimize(). Since mapmrproper potentially changes a lot of textures, it may be too annoying during the creation of a map anyway. It is a tool to optimize the map, as soon as the geometry (and texturing) is done. The optimizer does not change any map properties that are visible in any way. The optical effect of slightly changing lighting of the map is caused by the (light-) recalc() function at the end of the optimization run. Every run of recalc() seems to have that effect (check for yourself, by typing /recalc several times). Before any changes are made, mapmrproper creates a backup, which can be restored by "undo" (press "U"). Enable mipstats (F6), to see, what has been done. The command "calcmipstats" just counts all the mips in the current map, and prints their numbers as 1x1/2x2/4x4/8x8/16x16/32x32/64x64. Keep in mind, that map geometry /and/ lighting affects the mipmapping. (To get a better idea of this, try changing the "lighterror" parameter)
License ======= The AssaultCube source code is mainly based on the cube game/engine and uses the same license (z-lib like). See README_CUBEENGINE.txt In addition AssaultCube contains code from pCube (Cube pro mod) and Sauerbraten (Cube successor) and other sources. AssaultCube Authors ================== Adrian 'driAn' Henke drian at sprintf.org Andrew 'Arghvark' Davis arghvark at gmail.com Lee 'Eihrul' Salzman stef Cube Engine Authors =================== Wouter 'Aardappel' van Oortmerssen, Lee 'Eihrul' Salzman and others. See README_CUBEENGINE.txt and http://www.cubeengine.com pCube Authors ============= Adrian 'driAn' Henke and others. http://p.cubers.net Sauerbraten Authors =================== Wouter 'Aardappel' van Oortmerssen, Lee 'Eihrul' Salzman, Mike 'Gilt' Dysart and others. http://www.sauerbraten.org Cheat Protection ================ The cheat protection described in README_CUBEENGINE.txt is not used in AssaultCube. Binaries compiled from source are compatible with the official binaries. This means, the client can easily be hacked, on the other hand, you can compile AssaultCube for different platforms and fix bugs yourself. You MUST NOT connect to servers that are not yours with a modified client that contains changes that were not made for platform-compatibility or to fix bugs. This would be cheating. Thank you for supporting fair play gaming.