[ZDBSP] Build insanely huge maps?

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Expand view Topic review: [ZDBSP] Build insanely huge maps?

Re: [ZDBSP] Build insanely huge maps?

by NeuralStunner » Mon Mar 05, 2012 2:32 pm

That's a few sectors over, though. :?

Try 255x255? :P

Re: [ZDBSP] Build insanely huge maps?

by Nash » Mon Mar 05, 2012 2:21 pm

It's a generated map. It's nothing but a bunch of square sectors. They represent the cells of a randomly generated dungeon. The stats I showed above is for a 256x256 dungeon.

Re: [ZDBSP] Build insanely huge maps?

by NeuralStunner » Mon Mar 05, 2012 2:18 pm

Holy pancakes, Nash! :shock:

See if you can merge a lot of those sectors with identical ones. For sectors in the same room/area it won't make a lot of difference to noise alerts. (THis is something I've made a habit of, though not from fear of limit-hitting. :P )

Re: [ZDBSP] Build insanely huge maps?

by Graf Zahl » Mon Mar 05, 2012 2:25 am

There's probably some 16 bit limitation in there, most likely for the sectors as that value is just above the 16 bit limit.

Re: [ZDBSP] Build insanely huge maps?

by Nash » Sun Mar 04, 2012 10:04 pm

Hey, sorry to bump this, but...
Vertices: 66057
Linedefs: 131592
Sidedefs: 263176
Sectors: 65538
Things: 8

Maximum Line ID assigned: 131584
... is this just too much for ZDoom/ZDBSP? I tried it with the latest ZDoom/GZDoom (no nodes built in an editor; I let the game generate it on the fly) and the game crashes.

Re: [ZDBSP] Build insanely huge maps?

by Nash » Sun Aug 01, 2010 10:33 pm

Yay! Thanks. :D

Re: [ZDBSP] Build insanely huge maps?

by randi » Sun Aug 01, 2010 2:32 pm

Range checking added.

Re: [ZDBSP] Build insanely huge maps?

by Hirogen2 » Fri Jul 30, 2010 7:27 am

Looking at the frames with gdb shows that the X values of some vertices is near the magic value of +/- 2^31, which seems very suspect.
Spoiler:
By running

Code: Select all

grep --text '^x = ' lol.wad | sort -gk3 | tail
, I notice that a little over 250 vertices have an x value >= 32768. Unless I am mistaken, fixed_t that is used for calculations can still only represent values from -32768(-frac) .. 32767(+frac). Similarly for the y coordinate, where 250+ have y <= -32768 (specifically since -32768 should be ok: two vertices are -32896).
the-extension-diff-is-not-allowed.txt
(780 Bytes) Downloaded 26 times
This patch may also be needed for the zdoom and zdacc code.
Nash: My suggested workaround is, since the domain of x for your vertices is just {-512..32896} and y={-32896..512} that you simply move all vertices (the entire map basically) to the left and upwards a bit.

Re: [ZDBSP] Build insanely huge maps?

by Graf Zahl » Mon Jul 26, 2010 11:49 am

Old thread but:

This is not a new feature. Either it's a bug in ZDBSP or a limitation that can't be overcome. Either way, moved to 'bugs'.

Re: [ZDBSP] Build insanely huge maps?

by Graf Zahl » Sat Apr 17, 2010 2:07 pm

I got a crash but no 'out of memory'. Still need to do a debugger run with this map.

Re: [ZDBSP] Build insanely huge maps?

by Gez » Sat Apr 17, 2010 1:04 pm

Possible in UDMF. You are not limited by the map format anymore. There remain the memory limit, as discovered by Nash, and the port itself still has a limit of course but you can reach the billion without problem so...

Re: [ZDBSP] Build insanely huge maps?

by Project Shadowcat » Sat Apr 17, 2010 12:59 pm

There's more than 65535 sectors and lines...

Re: [ZDBSP] Build insanely huge maps?

by Nash » Sat Apr 17, 2010 11:32 am

So what's the verdict? Have I hit the limits? Is this WAD something that's never meant to happen, ever?

Re: [ZDBSP] Build insanely huge maps?

by Gez » Sat Apr 17, 2010 11:28 am

Image

Re: [ZDBSP] Build insanely huge maps?

by Enjay » Sat Apr 17, 2010 11:23 am

This is what I get with it:

Code: Select all

C:\test>zdbsp -o lol1.wad -x -z -w -b -r lol.wad
----MAP01----
Out of memory
Now I'm not sure what memory it is using or expects, but I have 12GB of RAM in my system.

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