Sector Copy Slope Things High-Byte

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Expand view Topic review: Sector Copy Slope Things High-Byte

Re: Sector Copy Slope Things High-Byte

by SanyaWaffles » Sat Oct 03, 2020 1:16 pm

Gez wrote:
SanyaWaffles wrote:There is no reason to use Hexen Format maps for newer projects. At all.
Technically there is, for making vanilla Hexen maps. :P

Or for making maps compatible with ZDaemon and Odamex, I guess.
I was talking more within the confines of this engine, but fair point.

Re: Sector Copy Slope Things High-Byte

by Graf Zahl » Sat Oct 03, 2020 8:16 am

Gez wrote:
SanyaWaffles wrote:There is no reason to use Hexen Format maps for newer projects. At all.
Technically there is, for making vanilla Hexen maps. :P

Or for making maps compatible with ZDaemon and Odamex, I guess.

Of course none of these will support the high byte... :P

Re: Sector Copy Slope Things High-Byte

by Redneckerz » Sat Oct 03, 2020 7:25 am

Gez wrote:
SanyaWaffles wrote:There is no reason to use Hexen Format maps for newer projects. At all.
Technically there is, for making vanilla Hexen maps. :P

Or for making maps compatible with ZDaemon and Odamex, I guess.
And in the latter cases, you will likely to find far more interesting info at those communities, either way.

Though, i have to say that recent ZDaemon conversations have led me to appreciate the work of level authors a bit more. The port is really its own animal and some fasicinating stuff has come out of it, impressive considering the legacy codebase they use.

Re: Sector Copy Slope Things High-Byte

by Gez » Sat Oct 03, 2020 6:53 am

SanyaWaffles wrote:There is no reason to use Hexen Format maps for newer projects. At all.
Technically there is, for making vanilla Hexen maps. :P

Or for making maps compatible with ZDaemon and Odamex, I guess.

Re: Sector Copy Slope Things High-Byte

by Rachael » Fri Oct 02, 2020 8:09 pm

SPZ1 wrote: Is the map format I'm using really going to be phased out? Wouldn't that break compatibility with a lot of older projects?
No. Deprecation means it's a finished feature. It's done. It's over. It will still be there, but no further improvements will be made on it. What you see now is exactly what that feature will be in the foreseeable future - no more, no less.

Compatibility with older projects has always been and continues to be an important goal, so you have little worry about support for your maps being removed.

However...
SPZ1 wrote:Is it really such a hassle to do this?
That's really rich, coming from you. Don't expect favors if you're going to act like this.

Re: Sector Copy Slope Things High-Byte

by SanyaWaffles » Fri Oct 02, 2020 7:02 pm

The Hexen Format maps will be around for backwards compatibility but shouldn't be used for newer projects. It isn't going anywhere, so don't worry about that.

Boom or vanilla should only be used if you're targeting a boom or vanilla specific port (and nothing wrong with doing that if you're just making general Doom engine levels, but if you want to use specific GZDoom features, UDMF is the way to go).

There is no reason to use Hexen Format maps for newer projects. At all.

Converting Hexen Format to UDMF is not that hard, it's more of a process than hard but it can be done. Just changing some sectors and line specials around.

One benefit for UDMF is multiple sector tags and built in color information on the sectors. Also I dunno if this is a UDMF thing or not, but in GZDB and UDB you can manipulate triangulated sector verticies to make some nifty sector slopes. There's no reason not to use it. Even if you want to stick using GZDB, it supports the UDMF standard.

When did you start making maps? I recently reworked a project from 2014 that had some older maps in UDMF and I recall it being a thing with projects I made in 2009-2010. UDMF has been around for some time. Did you use Hexen format maps and not realize UDMF was a thing?

Re: Sector Copy Slope Things High-Byte

by SPZ1 » Fri Oct 02, 2020 6:12 pm

Yes, It is.

My project of more than 30 maps is in Doom in Hexen format. I switched around some of the sector tags and got it to work anyways though. Is the map format I'm using really going to be phased out? Wouldn't that break compatibility with a lot of older projects?

Anyway, I didn't know this would be so trivial! :bang:

Re: Sector Copy Slope Things High-Byte

by Graf Zahl » Fri Oct 02, 2020 7:00 am

Yes, it is.
Is it really so much hassle to use UDMF?

Re: Sector Copy Slope Things High-Byte

by SPZ1 » Fri Oct 02, 2020 6:46 am

Is it really such a hassle to do this?

Re: Sector Copy Slope Things High-Byte

by Gez » Fri Oct 02, 2020 5:44 am

It would be Doom-in-Hexen specific because:
-Doom map format doesn't have an argument field for things in the first place, so it would not be concerned.
-UDMF format can hold arbitrarily-long values without problem so it has no need for a high-byte.

Re: Sector Copy Slope Things High-Byte

by SPZ1 » Fri Oct 02, 2020 5:29 am

It doesn't have to be Doom in Hexen mode specific. It is just that my map is in Doom in Hexen mode.

Re: Sector Copy Slope Things High-Byte

by Graf Zahl » Fri Oct 02, 2020 2:02 am

Indeed. There's no need to add Hexen format specific extensions for such features.

Re: Sector Copy Slope Things High-Byte

by phantombeta » Thu Oct 01, 2020 8:16 pm

Doom-in-Hexen format is deprecated as far as I know. UDMF can do every single thing it can, and more, and does not need "high-byte" arguments, and even Zandronum supports it just fine.

Sector Copy Slope Things High-Byte

by SPZ1 » Thu Oct 01, 2020 6:23 pm

The sector copy slope things (9510 and 9511) should have their second argument field function as a high-byte. :3:

Please make this work in the Doom-In-Hexen map mode as well. :thumb:

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