ZDBSP 1.5

News about ZDoom, its child ports, or any closely related projects.
[ZDoom Home] [Documentation (Wiki)] [Official News] [Downloads] [Discord]
[🔎 Google This Site]

Moderator: GZDoom Developers

User avatar
randi
Site Admin
Posts: 7746
Joined: Wed Jul 09, 2003 10:30 pm
Contact:

ZDBSP 1.5

Post by randi »

I've finally uploaded ZDBSP 1.5 after letting it sit around on my hard drive for several months. The most important change from version 1.4 is that it supports a new node format for very large maps. You can find it on the downloads page.
PSchmitz
Posts: 81
Joined: Fri Jul 18, 2003 6:29 am

Re: ZDBSP 1.5

Post by PSchmitz »

randy wrote:I've finally uploaded ZDBSP 1.5 after letting it sit around on my hard drive for several months. The most important change from version 1.4 is that it supports a new node format for very large maps. You can find it on the downloads page.
Randy, I checked the zips for the executable and the source, but they don't explain the recent changes.

What do you mean by "it supports a new node format for very large maps."?

Thanks in advanced.
User avatar
randi
Site Admin
Posts: 7746
Joined: Wed Jul 09, 2003 10:30 pm
Contact:

Post by randi »

The standard node format is unsuitable for maps than need more than 65536 segs, so I developed a new one which works with many more. It's also compressed, so you can use it to save space on maps that don't need so many segs, if you want.

This was developed in October 2003 or so, and a thread at Doomworld prompted me to finally upload the ZDBSP that can build them.

Other changes from 1.4 might be minor bug fixes, but I can't remember anything specifically.
PSchmitz
Posts: 81
Joined: Fri Jul 18, 2003 6:29 am

Post by PSchmitz »

Thanks Randy.
User avatar
HotWax
Posts: 10002
Joined: Fri Jul 18, 2003 6:18 pm
Location: Idaho Falls, ID

Post by HotWax »

Wow, RL really is an asshole. I like this quote in particular:
A pompous asshole wrote:Since not even ZDBSP bothered to change this, what exactly would motivate me to create something that no port can use? Typical chicken and egg thing. As with high-res textures and the changing of the map format to unsigned, I modify and produce solutions when a port author cooperates :-(
Yeah, RL. It's all you, man.

Oh wait, aren't you getting paid?
User avatar
Giest118
Posts: 2914
Joined: Fri Dec 05, 2003 11:02 pm

Post by Giest118 »

[I dunno if this is spam, but I'll say it anyway]

RL needs to be punished. Severely. Ideas, anyone?

[/I dunno if this is spam, but I'll say it anyway]
User avatar
Csonicgo
Posts: 1193
Joined: Thu Apr 15, 2004 3:28 pm
Location: Leeds

Post by Csonicgo »

hehe,


slige -rooms 10000000 :twisted:
User avatar
Xaser
 
 
Posts: 10772
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Post by Xaser »

Csonicgo wrote:hehe,


slige -rooms 10000000 :twisted:
Heh. I've done something like that before with Slige, except it only had about 1000 rooms. :P
User avatar
Chris
Posts: 2942
Joined: Thu Jul 17, 2003 12:07 am
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Post by Chris »

There's no makefile to build it under Linux with. I'll try to see what I can do.. Should it be able to build under Linux? Any Win32-isms or VC-isms to be aware of?
User avatar
randi
Site Admin
Posts: 7746
Joined: Wed Jul 09, 2003 10:30 pm
Contact:

Post by randi »

View.cpp contains a node viewer for Windows that can be (and was) used to debug the node builder. All the Windows-specific code should be isolated there with one or two calls into it from elsewhere. Once you put #if/#endif blocks around those, I don't foresee any problems building it under Linux.

I also forgot to mention another benefit of the new node format: Vertices that result from seg splits are stored using full precision, so you shouldn't get any slime trails when using it.
User avatar
HotWax
Posts: 10002
Joined: Fri Jul 18, 2003 6:18 pm
Location: Idaho Falls, ID

Post by HotWax »

Has the line stacking issue been resolved? I think that was the only thing keeping ZDBSP from being the best nodes builder out there.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49067
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

HotWax wrote:Has the line stacking issue been resolved?
No.
User avatar
Bio Hazard
Posts: 4019
Joined: Fri Aug 15, 2003 8:15 pm
Location: ferret ~/C/ZDL $
Contact:

Post by Bio Hazard »

randy wrote:slime trails
what are those?
User avatar
Xaser
 
 
Posts: 10772
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Post by Xaser »

A slime trail is basically a type of HOM that is caused by faulty nodes. They kind of look like something in this picture.
User avatar
Chris
Posts: 2942
Joined: Thu Jul 17, 2003 12:07 am
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Post by Chris »

FYI, I got it compiling and running under Linux. Bare-bones Makefile included.

http://forum.zdoom.org/viewtopic.php?t=2486
Post Reply

Return to “ZDoom (and related) News”