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Kontra Kommando
Let's attack aggressively


Posts: 1503
Registered: 02-13


I was working on a super large map in Doom II format (yea, I know). But eventually I started experiencing issues with Doom Builder. Once the node builders began to fail to build, I converted the map to zdoom format, and then to UDMF. The nodes build, and the map runs even better. However, I have been experiencing an annoying problem; even from before the conversions. Every time I try to create a new sector, doom builder lags horribly, and is prone to not respond for several minutes. Everything else seems a bit slower too. But I am able to copy and past sectors with little lag, so right now that is my only way around this.

Could someone give a look under the hood for my mod, and give me some insight on what I should do? I ran map analysis, and other than overlapping things, and missing textures, the level checks out okay.

http://www.mediafire.com/download/6...pha.wad.backup1

Old Post 12-03-13 13:40 #
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plums
Senior Member


Posts: 2011
Registered: 08-13


Yikes, I see what you mean. I would bet it has to do with the fact that you've got such a huge space that's almost entirely 2-sided linedefs. You're really pushing against what Doom (and Doom Builder) were designed for and you're definitely going to have performance problems.

Did you try GZDoom builder? I can't imagine it would be much faster, but I don't know what's been updated in it.


OK, yeah, I just deleted the big unfilled outdoor areas and now things run quite fast. I don't know if breaking the big sectors up would help, I think you just need some areas that aren't joined by any space at all.

Why does copying and pasting sectors work? I have no idea.

You might get better performance in an older or simpler map editor, I don't know if that's an option for you though. You'd definitely have to switch back from UDMF to an older format.

Old Post 12-03-13 15:45 #
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Kontra Kommando
Let's attack aggressively


Posts: 1503
Registered: 02-13



plums said:
Yikes, I see what you mean. I would bet it has to do with the fact that you've got such a huge space that's almost entirely 2-sided linedefs. You're really pushing against what Doom (and Doom Builder) were designed for and you're definitely going to have performance problems.

Did you try GZDoom builder? I can't imagine it would be much faster, but I don't know what's been updated in it.


OK, yeah, I just deleted the big unfilled outdoor areas and now things run quite fast. I don't know if breaking the big sectors up would help, I think you just need some areas that aren't joined by any space at all.

Why does copying and pasting sectors work? I have no idea.

You might get better performance in an older or simpler map editor, I don't know if that's an option for you though. You'd definitely have to switch back from UDMF to an older format.



Thanks, I will try all of those options out tonight.

I've literally spent full days back to back on this wad, I'm not about to give up on it.

Old Post 12-03-13 15:56 #
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sirjuddington
Slade doesn't mean what it used to


Posts: 1405
Registered: 05-00


Yeah it definitely is because of the one large sector with a huge amount of 2s-lines in it (#412). If it's possible to break it up at all, that will help with the speed a lot (for creating sectors at least, not in-game).

I tried with the SLADE3 map editor and it is much faster at creating sectors than GZDB, though it still takes a few seconds on my system.

Old Post 12-03-13 23:02 #
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Kontra Kommando
Let's attack aggressively


Posts: 1503
Registered: 02-13


Wow, splitting up the sector fixed the issue, now I'm back in business. Thanks a a lot!

I originally had an idea to design a level "sim city" style; basically lay out the geography first, and then start building up a city-like area around it. Now I've learned the best way to do that, is to give it area code-like sectors.

Old Post 12-04-13 00:20 #
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