DaniJ Posted July 17, 2007 Anyone here have any idea which node builder was used for crudream.zip, specifically MAP02? http://www.doomworld.com/idgames/index.php?id=14485 I've been trying to iron out the visual artefacts seen when rendering this map in Doomsday and have found the nodes of this particular map are to be honest, an utter mess. I'm seriously considering completely ignoring nodes in maps when loading them in Doomsday and forcing a nodebuild instead (due to the number of maps I've found lately, with severely broken nodes). 0 Share this post Link to post
entryway Posted July 17, 2007 What is wrong with these nodes? MAP02 looks fine in glboom-plus and gzdoom. 0 Share this post Link to post
DaniJ Posted July 17, 2007 It might look fine but actually look at the structure of the nodes, particularly the subsectors. 0 Share this post Link to post
myk Posted July 17, 2007 Afterglow will likely be able to tell you, as Map02 is his and he headed the project. 0 Share this post Link to post
Afterglow Posted July 17, 2007 Comedy. I believe it was BSP 5.1 included with Doom Builder. That map was also originally in Hexen format (from Skull Tag) which was converted back to Doom 2 format using a command line tool which I don't remember. I thought it was in http://zdoom.org/files/utils/utils050999.zip but it looks like that only includes the Doom->Hexen converter. I don't see the need for Doomsday to keep the original nodes when you can make a better guarantee of no rendering errors with a native nodesbuilder. I just noticed JDoom 1.15.0-beta5 freezes on Crucified Dreams MAP01 at "Setting Up Level..." (before precaching textures) even though the size of the level is within the bounds of the original Doom engine (SEGS, etc. within size of 32,767). 0 Share this post Link to post
DaniJ Posted July 18, 2007 Thanks a bunch Afterglow. BSP 5.1 huh, that speaks volumes. Yeah, it has gotten to the stage where supporting the nodes produced from all the various nodebuilders is no longer practical or desireable. Most likely future versions of Doomsday will ignore all pre-built nodes (either in WAD or from GWA) and instead will build and cache its own nodes. The downside of which being that the first time a map is loaded there will be a noticeable momentary pause whilst the nodes are built but thats unavoidable. The issue with loading Crucified Dreams MAP01 in Doomsday 1.9.0-beta5.1 has been fixed in svn for the upcoming beta6. 0 Share this post Link to post
Searcher Posted July 18, 2007 Won't a nodes build make demos all but impossible? 0 Share this post Link to post
Quasar Posted July 18, 2007 Not if the node build process is strictly deterministic (ie. no random partition selection strategy). Then a demo recorded with Doomsday should play back the same every time. Otherwise, it would require removing any effect of the BSP tree upon gameplay. Ideally it shouldn't have any anyway; that is a quirk of the Doom engine better done away with given the opportunity. 0 Share this post Link to post