Derrick Posted October 6, 2003 Is there a linedef length limit in Doom2? Because I'm getting weird artifacts HOM in the sky. I have also have tried compiling it with the default options for zennode and making sure all the sectors were closed. Vanilla Doom2: Doom Legacy 1.41B: 0 Share this post Link to post
The Ultimate DooMer Posted October 6, 2003 I think it's 8192 (at least when setting linedef lengths) but I'm not sure. In any case, split it in two and you'll be fine. 0 Share this post Link to post
Nanami Posted October 7, 2003 Why would anyone need a line that long? =P 0 Share this post Link to post
geekmarine Posted October 7, 2003 The fact that you need a linedef that long is disturbing. Of course, that was also my reaction to whats-his-face who had the whole problem with reaching the max. linedef limit in Wadauthor. Really, people, stop abusing Doom like this. Can't we just make normal levels like normal human beings? 0 Share this post Link to post
netnomad312 Posted October 7, 2003 Visplane error? Meh, it didn't look like you had too many lines in there though... perhaps it's just having to repeat the texture over and over, and then it just gives up... 0 Share this post Link to post
Derrick Posted October 12, 2003 I tried alternating the texture but that seemed to have no effect. Any other ideas? 0 Share this post Link to post
Grimm Posted October 13, 2003 You may have exceded the size a map can be. 0 Share this post Link to post
Quasar Posted October 14, 2003 I can safely say that is the 3rd strangest thing I've ever seen in the DOOM engine. Only a weird, scary effect I saw on a line in a bad level once, and the bizarre, unholy stuff that goes on at the point where the coordinate space wraps around can rival that. Keep your linedefs under 1024 in length. With the reduction and/or elimination of most limits, there's no reason to be skimping on the number of lines or sides in view. 0 Share this post Link to post
Nanami Posted October 14, 2003 I want to see some of the bizarre unholy stuff. 0 Share this post Link to post
Jonathan Posted October 14, 2003 Yeah, one thing I always wondered: Since the Doom map wraps around on itself, could you make a huge corridoor that wrapped around on itself in an endless loop? 0 Share this post Link to post
Julian Posted October 14, 2003 Jonathan said:Yeah, one thing I always wondered: Since the Doom map wraps around on itself, could you make a huge corridoor that wrapped around on itself in an endless loop? Given how the bsp is traversed during rendering, I seriously doubt it. 0 Share this post Link to post
Quasar Posted October 14, 2003 Nanami: In any level, if you idclip and walk out to positive or negative 32767 in any direction, you will begin to see strange artifacts of the real level caused by the large numbers overflowing the precision. At any time, you are considered to be in some subsector in the actual level -- which one seems nearly arbitrary except that you'll consistently see the same weird stuff in the same locations. I have seen fake moving walls, infinite planes, really gross looking garbage stretching between fake floors and ceilings, and other stuff. Also, enemies in the real level, despite being tens of thousands of units away, can often target and damage you with their melee or special long-distance attacks (I have had archviles flame me). Same thing here -- the distance calculations mess up and the game thinks you're really right next to the monster. This probably doesn't happen in zdoom any more because of it using floating-point arithmetic, the precision of which is vastly greater. So if you wanna see this stuff, I'm afraid you'll have to try a different port (like Eternity ;) 0 Share this post Link to post
DooMBoy Posted October 14, 2003 I've encountered some of the stuff that Quasar has mentioned, and some other stuff that is quite weird: Doors opening and closing, enemies suddenly appearing in front of me (and when they attempted to attack me they suddenly zoomed off waaay in the distance), and once, taking damage for being too far off the map (it was map01, which makes it even weirder). 0 Share this post Link to post
Grimm Posted October 14, 2003 and the bizarre, unholy stuff that goes on at the point where the coordinate space wraps around can rival that. Yeah, one thing I always wondered: Since the Doom map wraps around on itself, could you make a huge corridoor that wrapped around on itself in an endless loop? Ooh, explain this stuff to me. It sounds cool. 0 Share this post Link to post
Fletcher` Posted October 14, 2003 It would be infinitely cool if you could make a sector wrapped around on all sides. 0 Share this post Link to post
Derrick Posted November 1, 2003 hmm could anyone figure out how to fix this problem? I have uploaded the wad file here: http://goldeneye.newdoom.com/ge64cra1.wad 0 Share this post Link to post
stoned Posted November 2, 2003 in vanilla Doom it's probably because you have f_sky as both ceiling and floor textures. iirc vanilla Doom doesn't like that. And also because of the long linedefs. I played it with the latest Zdoom and didn't see any artifacts or hom errors though... 0 Share this post Link to post