Need a proper nodebuilder
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Need a proper nodebuilder
I have a map that is 38976 units long, and it is having major clipping issues. I heard that I might need a good nodebuilder for this. Does anyone know of a good nodebuilder that can help me?
Re: Need a proper nodebuilder
ZDBSP is your best bet. If even it fails to work, you're probably out of luck.
What I'm curious is what could possibly be large enough to justify 38976 units... shall we bring up the ol' "flight simulator ZDoom" cliche again? ;P
What I'm curious is what could possibly be large enough to justify 38976 units... shall we bring up the ol' "flight simulator ZDoom" cliche again? ;P
Re: Need a proper nodebuilder
It's his map for ZDoom Wars.Xaser wrote:What I'm curious is what could possibly be large enough to justify 38976 units... shall we bring up the ol' "flight simulator ZDoom" cliche again? ;P
Re: Need a proper nodebuilder
Alright, I think I can reduce the map length slightly, but here's what the map is basically:
Each side has a small city (6 city blocks) to protect, with a large wall around it. Each of the city blocks are 2176 x 2176, spaced about 768 units apart from each other for the streets. the cites alone are approx. 10000 units wide and 12000 units long. Then, there are the outer defences, which are 8000 units long and 13000 units wide. Then there is the forest to separate the bases, which is 6000 units long and 13000 units wide. Multiply the city and outer defenses' length by 2, and you get... a map that is 13000 units wide and 38000 units long.
The problem lies with this:
It seems like its pretty excessive, but the map really does need this much space. Its designed to hold up to 10 vs 10, 20 different armies fighting each other. That's thousands of units fighting at once, and they need an assload of room to fight in. I try not to clutter it too much, but it needs to be a a little bit visually appeasing, plus it needs towers, walls and the like to put defensive monsters on, and different terrain types, etc. I can reduce the length by about 4000 units by severely reducing the forest, but I already reduced the clearing outside of the base by about 3000 units before I measured, and I tried reducing the city, but that didn't work out too well.
I heard that there were specific node actions used in kdizd to make it work properly. Does anyone know them?
Each side has a small city (6 city blocks) to protect, with a large wall around it. Each of the city blocks are 2176 x 2176, spaced about 768 units apart from each other for the streets. the cites alone are approx. 10000 units wide and 12000 units long. Then, there are the outer defences, which are 8000 units long and 13000 units wide. Then there is the forest to separate the bases, which is 6000 units long and 13000 units wide. Multiply the city and outer defenses' length by 2, and you get... a map that is 13000 units wide and 38000 units long.
The problem lies with this:
It seems like its pretty excessive, but the map really does need this much space. Its designed to hold up to 10 vs 10, 20 different armies fighting each other. That's thousands of units fighting at once, and they need an assload of room to fight in. I try not to clutter it too much, but it needs to be a a little bit visually appeasing, plus it needs towers, walls and the like to put defensive monsters on, and different terrain types, etc. I can reduce the length by about 4000 units by severely reducing the forest, but I already reduced the clearing outside of the base by about 3000 units before I measured, and I tried reducing the city, but that didn't work out too well.
I heard that there were specific node actions used in kdizd to make it work properly. Does anyone know them?
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Re: Need a proper nodebuilder
20 Armies? Doesn't Skulltag have a hard limit of only 16 players? 

Re: Need a proper nodebuilder
That... That seems pretty excessive.
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Re: Need a proper nodebuilder
32 players is skulltag's limit actually. Though I think any game besides a LAN game would lag with that many monsters on a map, unless Skulltag has some really good optimizations with how it handles monsters. (Semi-unrealed: online (G)Zdoom games aren't effected by number of monsters or whatever as only player controls are sent across the network. But this very fact requires all the games to be synchronized, so everyone will be playing at the speed of the worst connection.)
Re: Need a proper nodebuilder
Well, maybe not 10 vs 10, I was kind of thinking the wrong thing. I tried to say 10 players in total, so 5v5. Still a lot of room needed. (although I can see 10 vs 10 happening.)
So, anyone have any suggestions about the node builder?
So, anyone have any suggestions about the node builder?
Re: Need a proper nodebuilder
Anything bigger than 32767 in either dimension will cause problems with math internally. You'll also have to make sure the diagonal dimensions of your map don't exceed that either.
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Re: Need a proper nodebuilder
Well, only for the Virus player.Xaser wrote: "flight simulator ZDoom"

No. It's pretty AWESOME.Ceeb wrote:That... That seems pretty excessive.
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Re: Need a proper nodebuilder
Bigger =/= Better.Captain Ventris wrote:No. It's pretty AWESOME.

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Re: Need a proper nodebuilder
Of course it does, are you INSANE?Project Dark Fox wrote:Bigger =/= Better.Captain Ventris wrote:No. It's pretty AWESOME.
Seriously though, ZDoom Wars could take up an almost unlimited amount of space with several players over a time, so for 10 players, the map size is hardly any type of overkill.
Re: Need a proper nodebuilder
Hmmm, that poses a hell of a problem. If there's no way around this, then I'm going to have to scrap the current map design completely.randy wrote:Anything bigger than 32767 in either dimension will cause problems with math internally. You'll also have to make sure the diagonal dimensions of your map don't exceed that either.
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Re: Need a proper nodebuilder
Wait, this wasn't obvious?Captain Ventris wrote:.... are you INSANE?

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Re: Need a proper nodebuilder
My end of things is distorted in an entirely different way. Makes it difficult, you know.Project Dark Fox wrote:Wait, this wasn't obvious?Captain Ventris wrote:.... are you INSANE?
