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mustafa saed

editor they use?

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do anyone know what editor the team who made darken2
use? cause some of there maps han an insane amount of linedefs
cause when i use doomcad6.1 and have up to 2400 linedef
and then build the nodes and stuff it would take you over almost an
hour to wait for it to be done! i know about deepsea and wadthor
i just like doomcad!

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mustafa saed said:

do anyone know what editor the team who made darken2
use? cause some of there maps han an insane amount of linedefs
cause when i use doomcad6.1 and have up to 2400 linedef
and then build the nodes and stuff it would take you over almost an
hour to wait for it to be done! i know about deepsea and wadthor
i just like doomcad!


Open Darken2.txt or readme.txt or whatever it's called. Specific information about all that kind of stuff lies there.

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Node building does not generally take anything close to an hour, even on large wads like that. Maybe it's the reject map being built which takes so long....does Doomcad build the reject map, and is there a way to switch that off until the last build? There was recent discussion about this aspect of WARM, a great node builder which by default does the reject map too. There are command line switches to supress reject building, or to fill the table with zeroes.

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do anyone know what editor the team who made darken2
use?

In alphabetical order:

- Nick Baker: DeeP '97 v9.30

- Ola Bjorling: DETH v4.23, EdMap v1.31, EdMap v1.40, WadAuthor v1.30, BSP v3.0

- Ben Davies: DCK

- Derek MacDonald: DCK v3.62, Zennode 0.98a

- Anthony Soto: DCK v3.62, DETH v4.16b, DMTHA, RMB

- Lee Szymanski: WinDEU, WadAuthor, BSP

- Jan van der Veken: WinDEU v5.24

- Richard Wiles: DoomCAD v6.1, BSP v2.3x

- Adam Windsor: DETH, BSP, RMB

Darkening E2 maps 5, 8, 10 and 17 are all DoomCAD built levels :)

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Heh, what a list. Note that BSP shows up frequently, including for Richard Wiles who used DoomCAD 6.1. Mustafa, maybe doomcad can be set up to use an external node builder like BSP?

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Actually, if it's a speedy nodesbuilder you're after, use DeePBSP. It's the fastest one of them all, and is also pretty good at fixing any problems. You can run it independently of DeePSea itself in case you're wondering ;)

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I now use Deepsea, lots of handy stuff in the latest versions and fairly simple to use. Its only slowed down when I viewed one of the later millenium maps (~2Meg or something crazy like that)

Lee S

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I'm using ZenNode for nodes building on my 12500+ linedef map, it takes about 25-30 minutes at the moment. WARM has given me the best results (read: it doesn't screw up my ZDoom polyobjects as much) out of all the nodesbuilders I've tried (BSP, DeepBSP, Zennode, and I think there was another one I tried but can't remember), but it's slow.

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I still use WADED. :P It locks up constantly and levels can't get
any bigger than 650 sectors (and a certain amount of linedefs, sidedefs,
etc), but I love the way you draw sectors instead of just put polygons
down and manipulate them.

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VolteFace said:

I still use WADED. :P It locks up constantly and levels can't get
any bigger than 650 sectors (and a certain amount of linedefs, sidedefs,
etc), but I love the way you draw sectors instead of just put polygons
down and manipulate them.


now that's what i hate about wadauthor.

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Shaviro said:

now that's what i hate about wadauthor.


I used to mess around with waded, never did anything good.

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bigbadgangsta said:

I used to mess around with waded, never did anything good.


I used to use DCK. It was great, but I wanted to move on to zdoom.

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Maybe I should make the switch sometime; locking up WADED is very easy
and very, very annoying...

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