Hi there. I'm looking at creating a "from-scratch" game using Darkplaces (CSQC being the main draw here, admittedly) and before I really start production I want to know if DP has mapping limitations I'm not aware of.
One immediate thing I notice is that full lighting mode seems to destroy performance in basically any big room. I don't really mind this too much, the lighting on projectiles etc is nice enough already. Another thing I noticed is that, when playing the absolutely sublime Honey (http://www.quaddicted.com/reviews/honey.html) in Darkplaces, saving seems to outright crash things most of the time.
Can anyone offer any insight as to why this is - does Darkplaces struggle with saving large maps for some reason, or is it more due to how the map is constructed that gives the engine trouble? Like I said, I really want to use Darkplaces and go with maps as big and grandiose as those seen in Honey - is there some limitation in Darkplaces that prevents me from doing this?
While I'm a fairly adept QuakeC programmer, I am new to Quake mapping (coming from a background in UT99 mapping and Doom mapping), so any limitations worth mentioning that a beginner should know would be great.
Thanks.