Infinite Ammunition Posted January 20, 2004 The title speaks for itself, no? Yes. And if it dosen't explain itself to you: What I'm asking is how high/low sector tops and bottoms can be in Zdoom-compatible maps. Edit: Oh damn, are Zdoom questions ok? 0 Share this post Link to post
Hirogen2 Posted January 20, 2004 As much as the Doom standard specifies, that is normally 32767/-32768 as Fredrik said. However, if ZDoom converts them internally to an int (or maybe not, whatever), they could go to -2^31 to 2^31-1 if the Map format supported it also. 0 Share this post Link to post
Graf Zahl Posted January 20, 2004 Hirogen2 said:As much as the Doom standard specifies, that is normally 32767/-32768 as Fredrik said. However, if ZDoom converts them internally to an int (or maybe not, whatever), they could go to -2^31 to 2^31-1 if the Map format supported it also. No, it doesn't. Sector height are stored as 16.16 fixed point numbers so 32767/-32768 are the absolute limits. 0 Share this post Link to post
Hirogen2 Posted January 20, 2004 As said, I did not look into the source. OT. Hm, fractional heights. I think Floor_Waggle uses that. 0 Share this post Link to post
Graf Zahl Posted January 20, 2004 Hirogen2 said:As said, I did not look into the source. OT. Hm, fractional heights. I think Floor_Waggle uses that. Fractional heights are mostly required for smooth movement of actors. That's the main reason why it has been done this way (even in Vanilla Doom). Stuff like Floor_Waggle and slopes wouldn't be possible either without them, of course. 0 Share this post Link to post