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)?
>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 [b]incorrect[/b] 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)?