Kinkyfriend Posted December 1, 2005 I'm working on my game as some few of you have heard of, but the lesser part of you knows that I am trying to make the biggest Doom oriented map ever for it, which is also being optimized so that it won't lag on your computers too much if any. Anyhow, today I recieved a problem, my nodes builder wont make nodes for me anymore? So is 28k the limit? or is is just another nodes-oriented bug? Splitting the map into two parts just don't sound too sexxay for me. So if any of you know any good nodes builder that actually will work with Doom Builder (for some wierd reasons I haven't got any node builder than the default to build me nodes via doom builder.) I am thankful for any tips. 0 Share this post Link to post
Kinkyfriend Posted December 1, 2005 vanilla (any) But gl ones are best as I use a kind of method that doesn't work too good with all kinds of engines. Zdoom engines except for gzdoom may not work too well (graphical issues) So GZdoom is basically best. But I will of course make it as optimized as possible and hopefully then it will work nicer in zdoom. 0 Share this post Link to post
Graf Zahl Posted December 1, 2005 28000 linedefs is far too large for Vanilla or any source port that hasn't increased the linedef limit. By far the biggest problem for you will be that only very few source ports will be able to read the extended node formats required to handle such large maps. 0 Share this post Link to post
-_DLD_- Posted December 1, 2005 Heh...huge... How many sectors is this thing, anyway? Out of curiocity... 0 Share this post Link to post
TheDarkArchon Posted December 1, 2005 I'd be suprised if it's any lower than 4000. 0 Share this post Link to post
Kinkyfriend Posted December 1, 2005 I've ran it with Gzdoomt, not exactly when it was 28k but like when it was 24-25k I guess I'll have to cut it in two pieces. I've been thinking to have 3 sp maps for this game anyway at 25k lines each. And It's 22745 vertices 28013 linedefs 53915 sidedefs 6278 sectors 0 Share this post Link to post
-_DLD_- Posted December 1, 2005 Heh...very...huge...map... What's the completion time? 50-60 minutes? Ichor said:10 Was there any purpose at all for that post? 0 Share this post Link to post
Kinkyfriend Posted December 1, 2005 right now there's no completion time at all, but once it's made, I've thought of at least an hour each level. As I'm thinking of having only 3 sp levels and rest dm levels, and dm levels will be "slightly" smaller; 3000-7000 linedefs each. I hope the sp maps especially will be a nice coop experience as of it's size etc. Also one thing, I won't have much of line actions etc. I will mostly make this open minded. That being said: This will most likely not have keys. However since I am planning to make a game which is highly moddable then of course that will come as well. I migth even make some nice extra bonuses such as a texture pack which makes it possible to run doom levels and even a wad with sprites etc that uses doom names. Other than this, Meanworlds will be having totally different names etc. So without having those extra packages it will not run doom maps. 0 Share this post Link to post
TheDarkArchon Posted December 1, 2005 Funny thing is, KDiZD E1M3 has > 30000 linedefs and it works fine. 0 Share this post Link to post
Kinkyfriend Posted December 1, 2005 TheDarkArchon said:Funny thing is, KDiZD E1M3 has > 30000 linedefs and it works fine. What Node Builder do they use? And what version of Doombuilder? I've noticed more issues with latest I think... 0 Share this post Link to post
Ichor Posted December 1, 2005 -_DLD_- said:Was there any purpose at all for that post? Maybe he was making the world's largest 10sector map? Imagine a map with that many linedefs but only having 10 sectors. 0 Share this post Link to post
-_DLD_- Posted December 1, 2005 Ichor, if that happened, I would have to shoot myself. With a BFG. 0 Share this post Link to post
Graf Zahl Posted December 2, 2005 Kinkyfriend said:What Node Builder do they use? ZDBSP. But for maps this large it can no longer use the normal node format and has to resort to ZDoom's extended format. 0 Share this post Link to post
EarthQuake Posted December 2, 2005 Perhaps it's not the amount of linedefs limiting your map... What's your blocksize? As far as I know, the limit for this is 128k, with an extended-limit nodesbuilder (ZDBSP/DeepBSP) EDIT: Wow, hey they were right... that IS a huge map. 53k sidedefs?! 0 Share this post Link to post
Grazza Posted December 2, 2005 -_DLD_- said:Ichor, if that happened, I would have to shoot myself. With a BFG. You'd better not look at the 2sectors map where you can get a VPO then (and that's even when both sectors have the same floor and ceiling heights). Some of the 10sector maps were very large and complex, BTW. 0 Share this post Link to post
-_DLD_- Posted December 2, 2005 Grazza said:Some of the 10sector maps were very large and complex, BTW. I noticed...I'm on Map10 or something in 10sector.wad. It's pretty tough! 0 Share this post Link to post
Logan MTM Posted December 2, 2005 I think you must show the screen of this WAD... 0 Share this post Link to post
Apothem Posted December 2, 2005 Grazza said:You'd better not look at the 2sectors map where you can get a VPO then (and that's even when both sectors have the same floor and ceiling heights). Some of the 10sector maps were very large and complex, BTW. You mean such a thing is possible, and such wads exist? O_O Links please? 0 Share this post Link to post
andrewj Posted December 2, 2005 A checkerboard pattern of two sectors is enough to cause VPO (9 squares by 9). 0 Share this post Link to post
-_DLD_- Posted December 2, 2005 Logan MTM said:I think you must show the screen of this WAD... /me agrees. Apothem, anything is possible with DOOM, as long as you have enough spare time. 0 Share this post Link to post
Kinkyfriend Posted December 2, 2005 -_DLD_- said:/me agrees. Apothem, anything is possible with DOOM, as long as you have enough spare time. I'll be thinking about that, atm it's not that complex in my opinion, So we'll see. I'm going to update graphics etc this week I've been thinking. I may release some shots soon enough. And btw So far there is at least about 750 textures and there will be about 1000-1100 textures probably ;) And once they exist they will be frequently updated, and even better; Everything will be made hi res as well. a teaser for now. 0 Share this post Link to post