esselfortium
Cumulonimbus Antagonistic Posting

Posts: 5268
Registered: 01-02 |
alterworldruler said:
I see, i'm most likely to hit the nodes the limit first so I switched my nodebuilder to ZDBSP and it's compression of nodes, went down from zennode's 20kb to 17kb. I'll have to constantly check for those limits. Thank you for the info mechadon :)
ZDBSP's compressed nodes are actually a ZDoom-specific thing. They use ZIP compression. In reasonably recent ZDBSP versions, you can generate uncompressed nodes in its extended format, using the -X parameter to force it. This will allow for some limit breaking, and also higher precision to avoid slime trails, and will be compatible with many modern ports including ZDoom itself, PrBoom-Plus, Eternity, and I think maybe also Risen3D. This is more recommended.
But for vanilla, though, you can't use any of that so it's pointless here. Doom won't load extended ZDBSP nodes at all, regardless of whether or not they're compressed, and its standard nodes aren't really very optimized for working under limitations, so I wouldn't advise using ZDBSP for vanilla maps at all.
ZenNode with -n2 -nu -rf -bc is your best bet there, as it'll try to reduce the seg count, limit potential visplane splits as much as possible, and compress your blockmap, allowing you to fit a bit more into your map before hitting the limits.
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