ZDBSP 1.17
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ZDBSP 1.17
ZDBSP 1.17 has been released. This version fixes a critical bug introduced in 1.16 that caused it to write garbage for normal nodes. Upgrading is strongly recommended.
It also has some minor performance improvements.
It also has some minor performance improvements.
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Re: ZDBSP 1.17
I'd had a bit of trouble with ZDBSP as of late, leading to a lot of crashes with DB 1.67 - hopefully this latest version as fixed that
Thanks as always for your continued work.

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Re: ZDBSP 1.17
Did ZDooM v2.5.0 use zdbsp v1.16 as its internal node builder? If so, that would explain why th polyobjects in one of my maps kept messing up upon start-up. [But then, it would not explain why an external node build using the same zdbsp version straighened things out.]randy wrote:...a critical bug introduced in 1.16 that caused it to write garbage for normal nodes.
At any rate, with v1.17, all that's moot.
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Re: ZDBSP 1.17
I don't think the internal nodebuilder ever creates normal nodes.
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Re: ZDBSP 1.17
This is very good news. 

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Re: ZDBSP 1.17
I'm not sure I understand you. Do you mean that the internal node builder never creates "proper" nodes, i.e., it has some type of deficiency? Or do you mean that the type of node building it does is different from the type that is done externally, but it works sufficiently well for the map to run?Gez wrote:I don't think the internal nodebuilder ever creates normal nodes.
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Re: ZDBSP 1.17
ZDBSP can build a variety of node types. "Normal" nodes are just one of the types of nodes that can be built. So, it's not "normal" as opposed to "abnormal"/"improper" nodes, it's a type of node structure.
[wiki]ZDBSP[/wiki]
[wiki]ZDBSP[/wiki]
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Re: ZDBSP 1.17
Thanks for the info.
While perusing the wiki for zdbsp, I came across this:
--extended or -X
This causes ZDBSP to write extended nodes instead of normal ones. Extended nodes have a greater precision and as a result create less slime trails than normal nodes, and they are also the only way to save nodes with more than 65535 segs. (New from 2.5.0)
How does this reconcile with:
--gl-only or -x
This option causes ZDBSP to build only the GL nodes.
In other words, if I am building the nodes for a GZDooM map that has polyobjects, etc., can I use both those options together?
While perusing the wiki for zdbsp, I came across this:
--extended or -X
This causes ZDBSP to write extended nodes instead of normal ones. Extended nodes have a greater precision and as a result create less slime trails than normal nodes, and they are also the only way to save nodes with more than 65535 segs. (New from 2.5.0)
How does this reconcile with:
--gl-only or -x
This option causes ZDBSP to build only the GL nodes.
In other words, if I am building the nodes for a GZDooM map that has polyobjects, etc., can I use both those options together?
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Re: ZDBSP 1.17
I build extended and GL nodes together all the time, I've seen no runtime warnings or anything like that, they run just fine.
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Re: ZDBSP 1.17
It's case-sensitive. -x is not the same as -X.
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Re: ZDBSP 1.17
Yes, I did realize that when I first read the description. It just sounded like using -x would only build GL nodes as normal nodes and not extended nodes. Therefore, using -X as well might result in a conflict. Thanks to NeuralStunner for clarifying.Gez wrote:It's case-sensitive. -x is not the same as -X.
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Re: ZDBSP 1.17
--gl or -g
This option causes ZDBSP to build two sets of nodes for a map: One set of regular nodes and one set of GL nodes. Because ZDBSP is doing twice the work, it will take twice as long to finish.
So use -gx and it'll build GL nodes and extended nodes.
This option causes ZDBSP to build two sets of nodes for a map: One set of regular nodes and one set of GL nodes. Because ZDBSP is doing twice the work, it will take twice as long to finish.
So use -gx and it'll build GL nodes and extended nodes.
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Re: ZDBSP 1.17
GL nodes in a map that has both sets will never get used by the engine. (needs fixing...)
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Re: ZDBSP 1.17
Not even by the GL renderer (in GZDoom or Skulltag), and not even for the textured automap?
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Re: ZDBSP 1.17
Currently not. The GL nodes loader needs a small update for that.