Lüt
YA-HA

Posts: 12245
Registered: 05-00 |
Both the engine AND the editor are constrained by the format of a "linedef". A sidedef reference is only a 16bit value - 64k absolute or 32k signed. ALL the limits that exist are because of 16bit level format values.
So what that's saying is that no source port will ever be able to remove the limits unless they completely rewrite the WAD code in 32-bit, which would require a different file format and different editor to use this format?
A blockmap can be 128kb only for BOOM (and one's that copied that code), but not for ZDOOM (and one's that copied that code).
This means that ZDOOM doesn't have a blockmap limit, or just has a larger one?
Packing sidedefs does make a huge difference in map size. This step is reversable. It DOES extend the size of the level you can make - typically by at least 30 percent. You -have- to reverse it to be able to edit without introducing too many problems. Just be aware that it's possible to make a packed level you can't unpack:))
I know about the sidedef packing already, I tried to fix-up a packed level - didn't go over so well :P
Anyways, I'll say it makes a different: 27,767 sidedefs packed (so far). Jeez, I went from over 30,000 to about 3,000. Now I really can make this map as big as I want :)
Packing sectors may make some size difference.
There's an understatement; it packed 3284 sectors out of a little over 4,000. I haven't had time to investigate, but I'm assuming it doesn't pack sectors which are the same except for linedef tags, right?
Blockmap size is first of all controlled by the OUTSIDE dimensions of your level. So if you can trim the overall dimensions, you'll find that it makes a big difference. DeePbsp "packs" the blockmap.
Packs it automatically? I'll try than then. Usually I use BSP because there's less oddities in maps with precise details.
When did you register?
DeePsea? About a month ago.
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