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Body-Guard Unstoppable!
Joined: 08 Jan 2006 Location: Hungary
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Aeyesx Dominating!
Joined: 13 Oct 2012
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Posted: Thu Sep 15, 2016 10:39 am Post subject: |
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You guys should consider,
When making big sized maps, not to waste those on essential sectors such as light scaled sectors and so on. It reminds me optimalization of doom maps on PSX where mappers from doom world were forced to remain under certain limits, aka stairs were reduced from 16 to 8 with bigger steps etc.
But yea getting the extra nodes would be nice. |
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Evolution Wicked Sick!
Joined: 06 Sep 2005
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Posted: Sun Nov 06, 2016 10:51 pm Post subject: |
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Apparently this is a thorn in TNS admin's side in choosing what packs to run every week. I'd like to see it implemented too. |
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Aeyesx Dominating!
Joined: 13 Oct 2012
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Posted: Sat Nov 12, 2016 12:32 pm Post subject: |
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They are not really compressed or extended, they are just not build.
This will reduce WAD in size, and delays the startup of zdaemon client loading the wad because it will build those in memory.
Right something worth of implementing.
Signs?
A common known thing is that old ZenNode builder in DoomBuilder 2 can actually squeeze a bit more than ZDBSP.
The files are bigger and sometimes a slimetrail can occur, but hey you can now play your map!
So far they got a signature which ZDaemon could recognize with a correct message error. |
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UberGewei SuperAntler
Joined: 01 Sep 2010 Location: The Netherlands
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Posted: Mon Jan 06, 2020 6:08 pm Post subject: |
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Accepted, although give it some time. |
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UberGewei SuperAntler
Joined: 01 Sep 2010 Location: The Netherlands
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Posted: Fri Apr 02, 2021 1:59 pm Post subject: |
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Should make it into the next release.
Just ZDBSP uncompressed (XNOD) format for now though.
ZDBSP compressed (ZNOD) & DeepSea (xNd4) formats might follow. |
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UberGewei SuperAntler
Joined: 01 Sep 2010 Location: The Netherlands
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Posted: Thu Apr 08, 2021 1:15 pm Post subject: |
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Support for compressed ZDBSP nodes implemented as well. |
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