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[Rendering] Support for ZDoom extended NODES

 
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Body-Guard
Unstoppable!


Joined: 08 Jan 2006
Location: Hungary

PostPosted: Tue Sep 06, 2016 3:09 pm    Post subject: [Rendering] Support for ZDoom extended NODES Reply with quote

While mapping, I bumped into a limitation. It appears that the SEGS limit is 65536. Going above this triggers ZDBSP to build extended nodes. While the map loads up in ZDoom correctly, ZDaemon does not recognize this extended node format.

A detailed description on the matter can be read here:

http://zdoom.org/wiki/ZDBSP
http://zdoom.org/wiki/Node

The newest ZDBSP nodebuilder (1.19) and its source code can be downloaded from zdoom site: http://zdoom.org/Download

Example image of a map which could benefit from this:



Link to large image:
http://destiny-server.no-ip.org/stuff/teh_base_r1e%20at%202016.09.06%2015-58-26.877%20[R2287].jpg
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Aeyesx
Dominating!


Joined: 13 Oct 2012

PostPosted: Thu Sep 15, 2016 10:39 am    Post subject: Reply with quote

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

PostPosted: Sun Nov 06, 2016 10:51 pm    Post subject: Reply with quote

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

PostPosted: Sat Nov 12, 2016 12:32 pm    Post subject: Reply with quote

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. Rolling Eyes
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

PostPosted: Mon Jan 06, 2020 6:08 pm    Post subject: Reply with quote

Accepted, although give it some time.
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UberGewei
SuperAntler


Joined: 01 Sep 2010
Location: The Netherlands

PostPosted: Fri Apr 02, 2021 1:59 pm    Post subject: Reply with quote

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

PostPosted: Thu Apr 08, 2021 1:15 pm    Post subject: Reply with quote

Support for compressed ZDBSP nodes implemented as well.
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