Original message
| Duker900  Duker900@users.sourceforge.net 1867084
| "EDGE 1.24 handles glnodes like a.." , posted Sat 5 May 23:32  
microsoft tech does your question, why the hell does it screw the entire level up with glnodes build on wads?
Keyboard error or no keyboard present Press (F1) To continute
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| | Fanatic marcpullen@mindspring.com | "Re(2):EDGE 1.24 handles glnodes like a.." , posted Wed 30 May 05:24  
DOOM Legacy I believe uses it's own nodes similar to the GL nodes. They may have a compiler they recommend.
JDoom is probably the same, or still uses the v1 nodes. Nothing we can do about that.
GL nodes are used for GL rendering. Try compiling a level without GL nodes, run it in a GL engine, and compare.
I get a HUGE difference in speed with QDOOM, but they are all extremely complex levels.
-Marc http://www.doomworld.com/fanatic
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| Dashiva | "Re(1):EDGE 1.24 handles glnodes like a.." , posted Sun 6 May 20:24  
Microsoft tech's don't cause HOM on my questions... You suck.
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| | deadnail  deadnail@yahoo.com 4957448
| "Re(2):EDGE 1.24 handles glnodes like a.." , posted Sun 6 May 20:29  
Shh, they'll hear you. Here, wrap yourself in this tin foil to block the Satellite beams.
/me grabs stungun
_____________ ____ ___ __ _ http://www.deadnail.f2s.com "Call your damnable hunt. We shall see whom I drag screaming to hell with me."
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| Fanatic marcpullen@mindspring.com | "Re(1):EDGE 1.24 handles glnodes like a.." , posted Sun 6 May 15:26  
What's going wrong?
If you're compiling with GLBSP 1.9+, you need to pass the -v1 parameter to build the old nodes style that EDGE 1.24 uses. For example: glbsp in.wad -o out.wad -v1
For EDGE 1.25, just compile as-is with GLBSP. If you leave out the -v1 and use the level in EDGE 1.24, the sector will be all screwed up, lots of HOM and whatnot.
-Marc http://www.doomworld.com/fanatic
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