Colin Phipps sent word that BSP v5.1 has been released. Here's the list of changes:

Compressed blockmap support, contributed by Simon "fraggle" Howard. Not enabled by default, but might be in a future version.
No longer strips 0-length lines - these are a legitimate editing feature; if your level editor makes them when you don't want it to, then fix your editor.
No longer removes the content of MAPxx or ExMx lumps (these are used by some ports to contain extended data e.g. Fragglescript)
fixes to big endian support, from Oliver Kraus


If you don't already know, BSP is probably the most popular Doom nodebuilder around. You can download this latest version at the BSP homepage, of course.

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edit: doh typo

ehh? editing feature? any linedef of length 0 -will- crash doom

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esayeek said:
editing feature? any linedef of length 0 -will- crash doom


Perhaps, I didn't try it. Not all Doom engines are as unstable as doom2.exe tho. It works in Boom, and people requested to be able to use them. No-one's forcing you to use them if you don't :-)

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What can zero length linedefs be used for?

How can you make them?

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cph said:

Perhaps, I didn't try it. Not all Doom engines are as unstable as doom2.exe tho. It works in Boom, and people requested to be able to use them. No-one's forcing you to use them if you don't :-)


well, i guess give the people what they want :)

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stphrz said:
What can zero length linedefs be used for?


Apparently, they are useful for making barriers that block things but not line weapons. I'm told that you can make a barrier that bullets pass but projectiles don't. Experiment with it if you think that's neat.

To make them, make a detached line (i.e. its vertices are not used by other lines) then drag the vertices on top of one another. Your editor might moan, it might let you do it, or it might helpfully delete the line for you without asking, YMMV.

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cph said:

Perhaps, I didn't try it. Not all Doom engines are as unstable as doom2.exe tho.

Geez, that's NOT an "unstable" issue at all, it's just not following the specs. What happens in BSP if you divide by 0?

There IS a use for vertex on top of vertex (not 0 length). In effect you have 2 linedefs on top of one another. For DeePsea, turn of the automatic vertex merge OR if you drag linedefs, just tell it not to merge.

ATM, I have a feeling they may be talking about putting lines ON TOP of one-another vs 0 length stuff. It's easy to get a -0- length line if one forgets to discard the merge. So maybe that's why they asked? Someone point us to a level so everyone can see.

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cph said:
Apparently, they are useful for making barriers that block things but not line weapons. I'm told that you can make a barrier that bullets pass but projectiles don't.


Actually those lines don't need to be vertex-on-top-of-vertex, afaik. Take a look at the 3D bridges, and especially the railings. Those railings usually consist of a linedef referencing on both sides to a dummy sector with a lowered ceiling, so that the player would bump into it when trying to jump off the bridge and is blocked instead. You can shoot bullets through this railing, but you blow yourself up with the rocket launcher.

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Yay, my compressed blockmap support went in. Thanks, cph!

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fraggle said:
Yay, my compressed blockmap support went in. Thanks, cph!


Stop confusing me. Aren't we meant to thank you for writing it? :-)

(Although I did have to do some minor changes at the last minute - my old Watcom compiler (for the dos and win32 releases) choked on some of the global variables and pointer arithmetic for no apparent reason.)

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To give credit where credit is due:

The compressed blockmap code and concept was invented by the author of DMAPEDIT about 6 years ago (1996) Jason Hoffoss. This concept was picked up by DeePBSP and WARM in 1996 and ZENNODE a bit later.

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