ZDBSP maps over map99
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
ZDBSP maps over map99
I've just come up with a problem that may be unfixable because it's probably something to do with a standard somewhere. Or maybe I'm just doing something wrong.
Anyway, if you have a WAD with maps with names like map100, map101 etc and use ZDBSP to build GL nodes, I think it writes lumps with names like GL_MAP10. Now, if you also have a map called map10 in the same WAD, these GL lumps conflict with map10 and actually make it crash when trying to load. Well, it makes GZDoom crash but I think the problem lies with the naming of the lumps created by ZDBSP.
I've no real idea if the maps called map100... are using their GLnodes or not, seeing as how they are presumably not recognised for that map because there isn't (and cant be) a lump called GL_MAP100 etc. They certainly seem to take a little longer to load than other maps, which may indicate that GZdoom is building them. But they are big-ish maps, so maybe it's just load time.
Posted a "mirror" over at the GZDoom forum.
http://forum.drdteam.org/viewtopic.php?p=5541
Anyway, if you have a WAD with maps with names like map100, map101 etc and use ZDBSP to build GL nodes, I think it writes lumps with names like GL_MAP10. Now, if you also have a map called map10 in the same WAD, these GL lumps conflict with map10 and actually make it crash when trying to load. Well, it makes GZDoom crash but I think the problem lies with the naming of the lumps created by ZDBSP.
I've no real idea if the maps called map100... are using their GLnodes or not, seeing as how they are presumably not recognised for that map because there isn't (and cant be) a lump called GL_MAP100 etc. They certainly seem to take a little longer to load than other maps, which may indicate that GZdoom is building them. But they are big-ish maps, so maybe it's just load time.
Posted a "mirror" over at the GZDoom forum.
http://forum.drdteam.org/viewtopic.php?p=5541
Yeah, I was thinking about something like that myself if there was no other fix. It still existed as a problem though so I thought it was worth bringing up. However, the compressed nodes seem to work and have reduced the size of the wad by a fair bit too.Ajapted wrote:You could just use MP100, MP101 etc...
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49223
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Hirogen2 wrote:We need a new container format, WAD has outserved.
That's why I added ZIP support to GZDoom. But for GL nodes it is more a design issue than a WAD problem. When mapping for (G)ZDoom the compressed nodes are better anyway because a set of compressed GL nodes is sufficient for both software and hardware rendering so you end up with considerably less data.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49223
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Some directories are used as namespace replacements and I reserved a few for common types of data in the main namespace.
The current structure is likw rhis:
"flats/" : F_START/F_END
"textures/" : TX_START/TX_END
"sprites/" : S_START/S_END
"colormaps/" : C_START/C_END
"acs/" : A_START/A_END
"voices/" : V_START/V_END
"patches/", "graphics/", "graphic/", "sounds/", "music/" : Global namespace
Root directory: global namespace
Everything else won't be added as a standard lump. It can only be used by its full name in parts of the code that supports them.
The current structure is likw rhis:
"flats/" : F_START/F_END
"textures/" : TX_START/TX_END
"sprites/" : S_START/S_END
"colormaps/" : C_START/C_END
"acs/" : A_START/A_END
"voices/" : V_START/V_END
"patches/", "graphics/", "graphic/", "sounds/", "music/" : Global namespace
Root directory: global namespace
Everything else won't be added as a standard lump. It can only be used by its full name in parts of the code that supports them.