deep
as in Deepsea
Posts: 1066
Registered: 09-01 |
Ajapted said:
The new V3 nodes doesn't extend the limit on subsectors or nodes, only the limit on segs and vertices from seg splits. Segs are the first thing that overflows (e.g. DeusVult MAP05, 10sector MAP26).
Overflowing the subsector/node limits is possible (DeusVult is getting close with 20000 subsectors). But I doubt that removing this limit is worthwhile (after all the original wad limits like 65535 sidedefs will always be there).
I was trying to get a hold of you a long time ago with no success so we could collaborate on a new spec that addresses the questions that would come up with V3. The main issue is that the regular nodes were not expanded, just the GL ones. Sidedefs can be packed, so technically you can have over 64k sidedefs and thus you can exceed 32k nodes/segs.
Other obvious details handle the question posed here. If you are interested in V4 nodes, please contact me and I'll send you the specs. This will consolidate the changes and present a unified solution for all the ports. The changes are relatively simple to implement (as is V3) for both GL aware ports and regular ports.
There are some other points that also should be discussed such as the "magic" number so there is no confusion as to the format present.
This is a good time to address the changes since no port that I know of supports V3, although V4 nodes are supported by RISEN3D.
FYI, I asked all the port authors which sort of format they preferred: the ZDOOM zip stuff or an easy to decode way as you and I have done and all preferred the simpler method.
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