Old post follows:
Spoiler:
ZDBSP will fail to build maps with more than 16384 linedefs, eventhough DoomBuilder can save the map just fine.
If you're wondering, "why would anyone make maps with more than 16384 linedefs anyway"... I recently hit the limit while working on my random dungeon generator mod thingy.
You see, the "cells" in the dungeon consist of a grid array of square 128x128 sectors. With a dungeon size of 128x128, it would total up to 65536 linedefs (1 sector uses 4 linedefs. 4 * (128 * 128) = 65536) and attempting to build the map will crash ZDBSP. :(
I've limited my dungeon size to 100 x 100 for now. It's rather small - it is okay for the first few levels but as the player goes deeper, I'd like the maps to increase in size as well...
I know it sounds a little too specific for my purposes but... I don't think it's wrong to prepare for the eventuality of someone legitimately making a map that uses more than 16384 linedefs... hey who knows? In future as computers get stronger, there will be people who'll find ways to hit limits...
If you're wondering, "why would anyone make maps with more than 16384 linedefs anyway"... I recently hit the limit while working on my random dungeon generator mod thingy.
You see, the "cells" in the dungeon consist of a grid array of square 128x128 sectors. With a dungeon size of 128x128, it would total up to 65536 linedefs (1 sector uses 4 linedefs. 4 * (128 * 128) = 65536) and attempting to build the map will crash ZDBSP. :(
I've limited my dungeon size to 100 x 100 for now. It's rather small - it is okay for the first few levels but as the player goes deeper, I'd like the maps to increase in size as well...
I know it sounds a little too specific for my purposes but... I don't think it's wrong to prepare for the eventuality of someone legitimately making a map that uses more than 16384 linedefs... hey who knows? In future as computers get stronger, there will be people who'll find ways to hit limits...

