ZDBSP 1.5
Moderator: GZDoom Developers
ZDBSP 1.5
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.
Re: ZDBSP 1.5
Randy, I checked the zips for the executable and the source, but they don't explain the recent changes.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.
What do you mean by "it supports a new node format for very large maps."?
Thanks in advanced.
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.
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.
Wow, RL really is an asshole. I like this quote in particular:
Oh wait, aren't you getting paid?
Yeah, RL. It's all you, man.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
Oh wait, aren't you getting paid?
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.
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.
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FYI, I got it compiling and running under Linux. Bare-bones Makefile included.
http://forum.zdoom.org/viewtopic.php?t=2486
http://forum.zdoom.org/viewtopic.php?t=2486