Please make this work in the Doom-In-Hexen map mode as well.
Sector Copy Slope Things High-Byte
Moderator: GZDoom Developers
-
SPZ1
- Posts: 397
- Joined: Wed Aug 02, 2017 3:01 pm
- Location: Illinois
Sector Copy Slope Things High-Byte
The sector copy slope things (9510 and 9511) should have their second argument field function as a high-byte.
Please make this work in the Doom-In-Hexen map mode as well.
Please make this work in the Doom-In-Hexen map mode as well.
-
phantombeta
- Posts: 2214
- Joined: Thu May 02, 2013 1:27 am
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: Brazil
Re: Sector Copy Slope Things High-Byte
Doom-in-Hexen format is deprecated as far as I know. UDMF can do every single thing it can, and more, and does not need "high-byte" arguments, and even Zandronum supports it just fine.
-
Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Sector Copy Slope Things High-Byte
Indeed. There's no need to add Hexen format specific extensions for such features.
-
SPZ1
- Posts: 397
- Joined: Wed Aug 02, 2017 3:01 pm
- Location: Illinois
Re: Sector Copy Slope Things High-Byte
It doesn't have to be Doom in Hexen mode specific. It is just that my map is in Doom in Hexen mode.
-
Gez
-

- Posts: 17946
- Joined: Fri Jul 06, 2007 3:22 pm
Re: Sector Copy Slope Things High-Byte
It would be Doom-in-Hexen specific because:
-Doom map format doesn't have an argument field for things in the first place, so it would not be concerned.
-UDMF format can hold arbitrarily-long values without problem so it has no need for a high-byte.
-Doom map format doesn't have an argument field for things in the first place, so it would not be concerned.
-UDMF format can hold arbitrarily-long values without problem so it has no need for a high-byte.
-
SPZ1
- Posts: 397
- Joined: Wed Aug 02, 2017 3:01 pm
- Location: Illinois
Re: Sector Copy Slope Things High-Byte
Is it really such a hassle to do this?
-
Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Sector Copy Slope Things High-Byte
Yes, it is.
Is it really so much hassle to use UDMF?
Is it really so much hassle to use UDMF?
-
SPZ1
- Posts: 397
- Joined: Wed Aug 02, 2017 3:01 pm
- Location: Illinois
Re: Sector Copy Slope Things High-Byte
Yes, It is.
My project of more than 30 maps is in Doom in Hexen format. I switched around some of the sector tags and got it to work anyways though. Is the map format I'm using really going to be phased out? Wouldn't that break compatibility with a lot of older projects?
Anyway, I didn't know this would be so trivial!
My project of more than 30 maps is in Doom in Hexen format. I switched around some of the sector tags and got it to work anyways though. Is the map format I'm using really going to be phased out? Wouldn't that break compatibility with a lot of older projects?
Anyway, I didn't know this would be so trivial!
-
SanyaWaffles
- Posts: 895
- Joined: Thu Apr 25, 2013 12:21 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Windows 10 for the Deskstation Tyne
- Graphics Processor: nVidia with Vulkan support
- Location: The Corn Fields
Re: Sector Copy Slope Things High-Byte
The Hexen Format maps will be around for backwards compatibility but shouldn't be used for newer projects. It isn't going anywhere, so don't worry about that.
Boom or vanilla should only be used if you're targeting a boom or vanilla specific port (and nothing wrong with doing that if you're just making general Doom engine levels, but if you want to use specific GZDoom features, UDMF is the way to go).
There is no reason to use Hexen Format maps for newer projects. At all.
Converting Hexen Format to UDMF is not that hard, it's more of a process than hard but it can be done. Just changing some sectors and line specials around.
One benefit for UDMF is multiple sector tags and built in color information on the sectors. Also I dunno if this is a UDMF thing or not, but in GZDB and UDB you can manipulate triangulated sector verticies to make some nifty sector slopes. There's no reason not to use it. Even if you want to stick using GZDB, it supports the UDMF standard.
When did you start making maps? I recently reworked a project from 2014 that had some older maps in UDMF and I recall it being a thing with projects I made in 2009-2010. UDMF has been around for some time. Did you use Hexen format maps and not realize UDMF was a thing?
Boom or vanilla should only be used if you're targeting a boom or vanilla specific port (and nothing wrong with doing that if you're just making general Doom engine levels, but if you want to use specific GZDoom features, UDMF is the way to go).
There is no reason to use Hexen Format maps for newer projects. At all.
Converting Hexen Format to UDMF is not that hard, it's more of a process than hard but it can be done. Just changing some sectors and line specials around.
One benefit for UDMF is multiple sector tags and built in color information on the sectors. Also I dunno if this is a UDMF thing or not, but in GZDB and UDB you can manipulate triangulated sector verticies to make some nifty sector slopes. There's no reason not to use it. Even if you want to stick using GZDB, it supports the UDMF standard.
When did you start making maps? I recently reworked a project from 2014 that had some older maps in UDMF and I recall it being a thing with projects I made in 2009-2010. UDMF has been around for some time. Did you use Hexen format maps and not realize UDMF was a thing?
-
Rachael
- Posts: 13986
- Joined: Tue Jan 13, 2004 1:31 pm
- Preferred Pronouns: She/Her
Re: Sector Copy Slope Things High-Byte
No. Deprecation means it's a finished feature. It's done. It's over. It will still be there, but no further improvements will be made on it. What you see now is exactly what that feature will be in the foreseeable future - no more, no less.SPZ1 wrote: Is the map format I'm using really going to be phased out? Wouldn't that break compatibility with a lot of older projects?
Compatibility with older projects has always been and continues to be an important goal, so you have little worry about support for your maps being removed.
However...
That's really rich, coming from you. Don't expect favors if you're going to act like this.SPZ1 wrote:Is it really such a hassle to do this?
-
Gez
-

- Posts: 17946
- Joined: Fri Jul 06, 2007 3:22 pm
Re: Sector Copy Slope Things High-Byte
Technically there is, for making vanilla Hexen maps.SanyaWaffles wrote:There is no reason to use Hexen Format maps for newer projects. At all.
Or for making maps compatible with ZDaemon and Odamex, I guess.
-
Redneckerz
- Spotlight Team
- Posts: 1158
- Joined: Mon Nov 25, 2019 8:54 am
- Graphics Processor: Intel (Modern GZDoom)
Re: Sector Copy Slope Things High-Byte
And in the latter cases, you will likely to find far more interesting info at those communities, either way.Gez wrote:Technically there is, for making vanilla Hexen maps.SanyaWaffles wrote:There is no reason to use Hexen Format maps for newer projects. At all.![]()
Or for making maps compatible with ZDaemon and Odamex, I guess.
Though, i have to say that recent ZDaemon conversations have led me to appreciate the work of level authors a bit more. The port is really its own animal and some fasicinating stuff has come out of it, impressive considering the legacy codebase they use.
-
Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Sector Copy Slope Things High-Byte
Gez wrote:Technically there is, for making vanilla Hexen maps.SanyaWaffles wrote:There is no reason to use Hexen Format maps for newer projects. At all.![]()
Or for making maps compatible with ZDaemon and Odamex, I guess.
Of course none of these will support the high byte...
-
SanyaWaffles
- Posts: 895
- Joined: Thu Apr 25, 2013 12:21 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Windows 10 for the Deskstation Tyne
- Graphics Processor: nVidia with Vulkan support
- Location: The Corn Fields
Re: Sector Copy Slope Things High-Byte
I was talking more within the confines of this engine, but fair point.Gez wrote:Technically there is, for making vanilla Hexen maps.SanyaWaffles wrote:There is no reason to use Hexen Format maps for newer projects. At all.![]()
Or for making maps compatible with ZDaemon and Odamex, I guess.