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esselfortium
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Recently I've been working on a certain project with a 35mb resource wad. There are nearly 500 flats and more than 3600 texture1 entries. Doom Builder regularly chokes on this, resulting in frequent crashes.

I don't have the necessary tools to mess with the DB source myself, nor do I really know what I would actually be able to do if I had them, so I'm wondering if anyone who's worked with the Doom Builder source thinks it would be possible to give it more texture memory, or whatever texture-related issue the problem is.

Would a fix be possible at all, or is it some major complicated bug that's only manifested when using large wads and that can't really be improved?

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Old Post 07-30-08 00:03 #
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Eternus
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Wow, would you mind sharing those textures with me? I am getting more and more frusturated with the lack of textures for Doom.

Old Post 08-05-08 15:52 #
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esselfortium
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I can't; it's a closed project and a lot of the textures from it haven't been released anywhere else yet.

I can, however, recommend you check out the resource wad I compiled for Community Chest 4. It's pretty big and covers quite a few different themes. :)

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Old Post 08-05-08 16:41 #
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Eternus
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Thank you, these Textures will probably stay the tide of insanity for a while longer.

Old Post 08-05-08 16:54 #
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Gez
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esselfortium said:
Recently I've been working on a certain project with a 35mb resource wad. There are nearly 500 flats and more than 3600 texture1 entries.


KDiKDiZD?

Old Post 08-11-08 22:00 #
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esselfortium
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No, the main KDiKDiZD resource wad is less than half the size of this, and that's including monster sprites as well. :P

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Old Post 08-11-08 22:28 #
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myk
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If the levels' texture themes vary enough you could split the resource WAD accordingly (kind of like Quake has episode-based texture sets).

Old Post 08-11-08 23:52 #
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