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EDGE 1.24 handles glnodes like a.. - http://www.doomworld.com Forums


Original message

Duker900



Duker900@users.sourceforge.net
1867084
24.51.160.187

"EDGE 1.24 handles glnodes like a.." , posted Sat 5 May 23:32user profileedit/delete messagepost reply


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

 


Replies:

crawlie

crawlie@uk2.net
62227599
195.197.160.11

"Re(1):EDGE 1.24 handles glnodes like a.." , posted Wed 30 May 04:46user profileedit/delete messagepost reply


Yeah. Gl-nodes-support sucks in ports other than EDGE too:

Doom Legacy 1.31 gets HOMs and everything if you compile the level with v1 glbsp nodes. Ok, this is fine, let's use v2 nodes, but...

With v2 nodes JDoom doesn't show dynamic lights at all. Funny.

So I decided not to use glbsp nodes in my levels..

Does anybody know if glbsp nodes really make a source port run faster than with normal nodes. And if it does, how much? I haven't noticed anything. :P

 

 

Fanatic

marcpullen@mindspring.com
209.86.72.227

"Re(2):EDGE 1.24 handles glnodes like a.." , posted Wed 30 May 05:24user profileedit/delete messagepost reply


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

 

 

crawlie

crawlie@uk2.net
62227599
195.197.160.11

"Re(3):EDGE 1.24 handles glnodes like a.." , posted Wed 30 May 13:10user profileedit/delete messagepost reply


Like I said, I haven't noticed a speed difference at all, whether I've used normal or glbsp nodes. Though I haven't tried timedemoing or anything like real benchmarking.

I've tested with Legacy, and more often PrBoom 2.1.2 in GL mode, of which the latter certainly should support glbsp nodes.
But if you really get a HUGE speed difference, maybe I should try benchmarking someday. :-)

 

Dashiva

64.229.31.220

"Re(1):EDGE 1.24 handles glnodes like a.." , posted Sun 6 May 20:24user profileedit/delete messagepost reply


Microsoft tech's don't cause HOM on my questions...
You suck.

 

 

deadnail



deadnail@yahoo.com
4957448
63.151.140.221

"Re(2):EDGE 1.24 handles glnodes like a.." , posted Sun 6 May 20:29user profileedit/delete messagepost reply


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."

 

Fanatic

marcpullen@mindspring.com
209.86.155.97

"Re(1):EDGE 1.24 handles glnodes like a.." , posted Sun 6 May 15:26user profileedit/delete messagepost reply


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