[Fixed] [ZDBSP] Build insanely huge maps?

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[ZDBSP] Build insanely huge maps?

Postby Nash » Mon Apr 12, 2010 2:15 pm

[EDIT] Previous thread was titled "build maps with more than 16384 linedefs" - I've changed it because ZDBSP obviously can already do it.

Old post follows:

Spoiler:
Last edited by Nash on Sat Apr 17, 2010 12:15 pm, edited 2 times in total.
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Re: [ZDBSP] Build maps with more than 16384 linedefs

Postby Graf Zahl » Mon Apr 12, 2010 3:22 pm

Uh, what?

I've build nodes for maps much larger than 16384 linedefs (the largest non-UDMF map I remember was 35000 linedefs and the largest UDMF map even larger) and they always worked fine. Do you have a map that doesn't build?
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Re: [ZDBSP] Build maps with more than 16384 linedefs

Postby Nash » Mon Apr 12, 2010 4:20 pm

Try editing the map from viewtopic.php?f=19&t=25592 and copy/pasting all of the 10000 sectors and try to build with ZDBSP...

(Depending on your computer, you might not even make it past copy and pasting in DB2 - mine took about 1 minute to successfully paste. Unfortunately in the end, ZDBSP can't build the map. DB2 still saves the map, however)
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Re: [ZDBSP] Build maps with more than 16384 linedefs

Postby Graf Zahl » Mon Apr 12, 2010 4:51 pm

Can you please post a map that causes problems without having to mess around with an editor?

I don't have DB2 installed on my main machine and have no desire to do so because I don't map.
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Re: [ZDBSP] Build maps with more than 16384 linedefs

Postby XutaWoo » Mon Apr 12, 2010 8:41 pm

Wait, UDMF maps have to be compiled? I thought the engine just read the TEXTMAP.
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Re: [ZDBSP] Build maps with more than 16384 linedefs

Postby InsanityBringer » Mon Apr 12, 2010 8:54 pm

you still need the BSP trees. They *can* be autogenerated but that's no different than just building them externally
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Re: [ZDBSP] Build maps with more than 16384 linedefs

Postby Ceeb » Mon Apr 12, 2010 10:10 pm

I never build nodes for my UDMF maps and they behave just fine.

Then again, on a massive scale like that, it may slow the engine down considerably...
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Re: [ZDBSP] Build maps with more than 16384 linedefs

Postby Zippy » Mon Apr 12, 2010 11:58 pm

Ceeb wrote:I never build nodes for my UDMF maps and they behave just fine.
That's because when you load it up in ZDoom, it looks at the map and sees that it doesn't have nodes so it builds them (since it can't run the map without them. All you're doing is taking one of your mapmaker steps and shoving it off on the end user, for the worse. ZDoom will just build whatever the default node settings are, instead of whatever optimized custom settings are better for the map.

In other words, for any release version of your map, build nodes.
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Re: [ZDBSP] Build maps with more than 16384 linedefs

Postby Graf Zahl » Tue Apr 13, 2010 1:05 am

It all depends on the size. If the node build takes less than half a second on an average system it's not necessary because the end user won't ever notice.

But for larger maps building nodes is more or less necessary for release.
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Re: [ZDBSP] Build maps with more than 16384 linedefs

Postby Ceeb » Tue Apr 13, 2010 1:47 am

Yeah, and my maps aren't terribly complex. I'm not a linedef whore. :P

Besides that, DB2 -never- seems to "refresh" the nodes after it builds them the first time, so, frak them, I let GZDoom handle it when I run the map. :P
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Re: [ZDBSP] Build maps with more than 16384 linedefs

Postby Xaser » Tue Apr 13, 2010 12:42 pm

I've actually found that it's sometimes desirable to not include nodes for the simple reason that the internal nodebuilder builds them better than the external ZDBSP does, almost every time. At least, I still haven't found the correct settings to get ZDBSP to build nodes in the exact same way that ZDoom internally does.

I very nearly didn't include nodes on my most recent 'release' (Continuum of Discord, the ZDWars Map -- you can see the problem on the GvH version too) for this reason alone. Every combination of ZDBSP settings I've tried refuses to clean up several slimetrails, yet when I enable gennodes and load the map again, it always looks just fine. :shrug:

Granted, this isn't much of an excuse to not include the nodes if it's possible to build them right, but the correct way to do it is incredibly elusive.
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Re: [ZDBSP] Build maps with more than 16384 linedefs

Postby Graf Zahl » Tue Apr 13, 2010 12:48 pm

To get the same as the internal node builder you need to create compressed nodes. The regular node format lacks the necessary precision to eliminate all slime trails.

A particularly extreme case I encountered was with Super Sonic Doom. Some of the maps were completely glitched with normal nodes due to some overlapping linedefs. With compressed nodes they were fine so that's what the WAD got released with.
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Re: [ZDBSP] Build maps with more than 16384 linedefs

Postby Xaser » Tue Apr 13, 2010 12:59 pm

I wish that was the case, but adding the -z option didn't solve the problem when I tried it -- a bit frustrating since I remembered this discussion coming up before and that was the suggested solution (which for whatever reason is not working).
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Re: [ZDBSP] Build maps with more than 16384 linedefs

Postby Nash » Tue Apr 13, 2010 1:09 pm

I'm not ignoring this thread; I'll get around to putting together the test map. Currently DB2 keeps crashing when I try to construct it... I'll figure it out later; I'm currently occupied with coding the dungeon generator...
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Re: [ZDBSP] Build maps with more than 16384 linedefs

Postby Nash » Sat Apr 17, 2010 12:14 pm

http://files.drdteam.org/index.php/file ... CqC/lol.7z

I chose 7Zip because it compresses better than ZIP. Sorry for the inconvenience.

Things: 8
Vertices: 66057
Linedefs: 131592
Sidedefs: 263176
Sectors: 65538

No nodes included because ZDBSP crashes when I try to build them. :P

Yes, I know this map is insane. But hey, you asked for a test map... :P
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