ZDBSP creates weird nodes

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Expand view Topic review: ZDBSP creates weird nodes

by Graf Zahl » Tue May 16, 2006 3:24 am

Fixed the offset issue.

by Hirogen2 » Sun Nov 14, 2004 4:45 am

bump?

by Hirogen2 » Tue Oct 26, 2004 5:41 am

randy wrote:Because ZDoom doesn't used the offsets
Heh I figured that out already, since ZDBSP'ed maps display fine in ZDoom :p
so the original nodebuilder code didn't calculate any. I had to add that when I made the external tool. I thought I got the math right, but apparently not.
Could you please correct it?

by randi » Mon Oct 25, 2004 4:38 pm

Hirogen2 wrote:First of all, why does ZDBSP write incorrect offsets (that ports use then)?
Because ZDoom doesn't used the offsets, so the original nodebuilder code didn't calculate any. I had to add that when I made the external tool. I thought I got the math right, but apparently not. The only non-ZDoom testing I did with it was to test the GL nodes with EDGE.

by Graf Zahl » Mon Oct 25, 2004 7:54 am

Zennode and WARM also support Hexen format so you are not that limited.

by Hirogen2 » Mon Oct 25, 2004 4:50 am

I consider this something that should need fixing. ZDBSP is IMO the fastest builder out there and it would be a pity to use a different BSP program for non-Hexen maps.
So far, I only know of three all-format builders: ZDBSP, BSP v5.1-HX (by me) and DeepBSP. And what's bad: the first has a bug, the second is almost not used, the third is part of a shareware package (see the (never?)ending rants in this forum about rl)

by HotWax » Sun Oct 24, 2004 4:15 pm

Since ZDBSP started out as built-in code that would only build internal nodes that only ZDoom would ever see and use, Randy probably didn't see this as a huge issue.

by Graf Zahl » Sun Oct 24, 2004 10:35 am

Hirogen2 wrote: First of all, why does ZDBSP write incorrect offsets (that ports use then)?
Well, it's a bug! ;)

by Hirogen2 » Sun Oct 24, 2004 10:22 am

>Doesn't ZDBSP write a new node format that the normal Doom engine(s) can't handle?

Only when you use the compression option. (Using it will make other ports bomb out instantly.)

>... And this is a ZDoom bug... how?

It's a ZDBSP bug, and on top, since ZDBSP also builds non-Hexen maps, it's relevant for The World.

>The texture offset bug is well known. Apparently ZDBSP writes out incorrect seg offsets. But frankly, I don't get why these values are still being used by all the ports.

First of all, why does ZDBSP write incorrect offsets (that ports use then)?

by Graf Zahl » Sun Oct 24, 2004 2:47 am

The texture offset bug is well known. Apparently ZDBSP writes out incorrect seg offsets. But frankly, I don't get why these values are still being used by all the ports. I have had this issies with other node builders as well on occasion (WARM comes to mind.)

by SargeBaldy » Sat Oct 23, 2004 7:14 pm

This bug has been around some time and is pretty major as it means you can't reliably use ZDBSP nodes for non-ZDoom WADs. And no, this isn't a ZDoom bug, but if you were paying attention you'd see this forum also covers ZDBSP and ZETH ones as well.

by Giest118 » Sat Oct 23, 2004 7:11 pm

... And this is a ZDoom bug... how?

by Chris » Sat Oct 23, 2004 7:11 pm

Doesn't ZDBSP write a new node format that the normal Doom engine(s) can't handle?

ZDBSP creates weird nodes

by Hirogen2 » Sat Oct 23, 2004 7:08 pm

Doombuilder is totally confused by the nodes ZDBSP (1.5) creates:
Image
However, it's not a DB problem. Prboom struggles with texture offsets (yet has no black holes). Take any wad, zdbsp'ize it and load it up in said two programs.
If you can't find a wad that gets screwed in the second case (textures offset), I'd be glad to provide one.

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