netnomad312
Forum Regular

Posts: 882
Registered: 12-02 |
deep said:
Notwithstanding your sarcasm, it really makes no sense to use obsolete code with bugs. Do you realize how old that code is? Try 1995! This is like still wanting to use DOOM when all these terrific ports are available. Besides that, that old code builds the BLOCKMAP like a slug, does NOT support large BLOCKMAPS and is the slowest code by far. Last time I checked DeePBSP is something like 50 times faster than that code. Only if you have small levels/fast machine is this not noticable. By small, I mean levels under 10,000 linedefs.
What I don't understand is that changing it to a modern BSP is just a few entries in WA. Seems very odd to not want something that's a painless change and avoids all these issues.
When I want an alternate nodebuilder, I just use my frontend. Other than that, I have zero problems with the WA nodebuilder. And to date, the largest level I've made is 4,523 linedefs.
deep said:
RISEN3D is extremely fast for the largest level you can throw at it. Uusally up to 2 to 3 times faster than the next fastest GL port on large levels. Plus it has full BOOM compatibility, extended ambient sounds, it's own 3D floors and in the end will have exactly the same texture and flat options as ZDOOM, plus external hires/hicolor graphics support.
Things change and as more people become aware of what it can do, you can bet it will be among the top GL ports out there.
Sounds nice, I wonder why more people don't use it. Does it show tricks (like fake bridges and such) correctly? Because I have yet to see a GL port that does.
deep said:
LEGACY might become ok with the next release, but probably not. Mainly because it doesn't use GLNODES which is a requirement to avoid sky bleeding (unless the code wants to do that internally - which is possible - seems they were mentioning doing an internal builder too). I prefer externally linked builders from a port and RISEN3D will stay that way. Makes it much easier to change and test various options.
It's funny... sometimes I get skybleeding in Legacy when I play my levels. But this also counts for levels that I've run through Zennode on occasion, because they were Legacy levels (I used glBSP at one point but this failed to fix some of the GL holes). In software I always see skybleeding. But the last time I played my megawad in Doom95 (what I originally started out with) I didn't see any. Hmm.
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