View Full Version : DeePBSP
deepteam
February 20th, 2003, 02:56 PM
A new version of DeePBSP is posted at www.sbsoftware.com (http://www.sbsoftware.com)
Normally this is not downloadable as a separate file, but for those who are registered, you can download the new version and just replace the one in your installation folder (versions 11.6x and up - maybe earlier?).
The split default when loaded as a standalone was also changed from 8 to 16 - since the defaults were meant for "speed" on older slow systems. The new default usually generates slightly better output. When run from the GUI, the setting was already 16.
Fixes the relatively rare occurrence where an angled line is not split correctly. It also works better for Legacy, although the split factor should be 64 (not the default of 16). Press F5 - Nodes to change.
Although tested with the 2 levels I had that exhibited this bug and 2 very large levels (> 12000 linedefs), I hope that everything else is still ok. Nodes built may NOT be the same as before. Please let me know if something does not work compared to the prior version.
Electro
February 20th, 2003, 05:27 PM
What is BSP? Another advance editor?
(Ok, I admit it, I am slightly a Noob at making doom levels (but getting greatly better!) so I dont know all of the doom lingo yet.)
The Undertaker
February 20th, 2003, 06:03 PM
A node builder.
Aliotroph?
February 21st, 2003, 01:24 AM
Yeah, DeePBSP and ZenNode are the only nodes builders you should really be using these days since they're the best ones. Unless you use a port that requires those special GL-nodes. Then there's GLBSP or whatever it's called.
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"Once in a while a programmer really writes something he's proud of, a slick, elegant, blazingly fast routine that stands as a benchmark against which other code will be judged by. However, this is not the case with TED's fill routine. This slow, stupid algorithm will casually fill one plane of data in a painfully creeping manner. Press ESC when it gets confused." - John Romero on TED (Tile EDitor)
Aliotroph?.postCount++;
The Undertaker
February 21st, 2003, 07:53 PM
BSP has been coming along nice with some new and old features.
iori
February 25th, 2003, 08:52 AM
i can still never get zennode to work. I guess ill have to live with bsp holes right now and wait till im done the maps for the n.d.l.p and request to email them to someone to be built. (zennode just gives me errors as to my map having invalid vertex and lindef positions or something...here's my command line:
zennode map01.wad -o map01b.wad
the docs tell me dick-all about the command line so i peiced what i could from zennode itself.) If anyone could help me with this problem it would be GREATLY appreciated
Pate
February 26th, 2003, 02:06 AM
Your level obviously has some bugs in in. Have you tried running the consistency checker of your level editor? Also, the exact error messages would be helpful too.
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Tired of crappy Doom editors? So was I, that's why I'm coding my own (http://www.hut.fi/~jpakkane/why/).
iori
February 27th, 2003, 09:24 AM
ive checked and re-checked my levels and made just simple ones wiht different editors. Nothing seems to be wrong. The error message i cant perfectly remember; something like "#### Invalid Vertex id" or "#### Invalid linedef id" something like that. If i build my level with something like glbsp first (which says my level's fine) then zennode works but doesnt fix the bsp holes. Ahh what a dilemma....
deepteam
February 27th, 2003, 10:29 AM
Can you post your level or send it to me so I can see?
iori
March 4th, 2003, 11:59 AM
well i could post in in-progress one for the ndlw...is that ok. I can get it for you tomorrow...
The Undertaker
March 4th, 2003, 04:58 PM
Don't you hate it when you miss the e-mail man.
iori
March 5th, 2003, 10:09 AM
hmm well after some thought ive decided against trying to build my map(s) with zennode when all im doing anyways is testing them. I'll wait for the final build before i use zennode. Thanks for you help deepteam and pate but its too much of a bother to worry about now. Map progress is coming along slowly as it is. http://forums.newdoom.com/UBB/smilies/cwm1.gif
[EDIT] Nevermind about this, deepteam, ill send you it tommorow (thursday) and you can take a look. Thx
Aliotroph?
March 5th, 2003, 11:28 PM
Try deepteam's nodes builder. It's just as good as ZenNode and maybe it will work.
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"Once in a while a programmer really writes something he's proud of, a slick, elegant, blazingly fast routine that stands as a benchmark against which other code will be judged by. However, this is not the case with TED's fill routine. This slow, stupid algorithm will casually fill one plane of data in a painfully creeping manner. Press ESC when it gets confused." - John Romero on TED (Tile EDitor)
Aliotroph?.postCount++;
Brad_tilf
March 6th, 2003, 04:32 AM
While I agree that Zennode is indeed a fine bsp program which I've used with no problem over the years, I discovered bsp23x which I have been using on my newer maps including bloodworks, which has allowed me to include some features that zennode wasn't able to handle.
I still want to find out if the deepbsp program can be used without deepsea.
Brad_tilf
March 6th, 2003, 04:45 AM
Well, it would appear that you CAN use the deepbsp.exe without deepsea - worked fine but I can conclusively say that bsp23x did a better job on the nodes. The stairs in level 3 of Descent into Hell - screenpics here: http://www.doomwadstation.suhost.com/descent/descent3.html (3rd picture down
came out fine and the bridge (1st two pictures) came out exactly the same but bsp23x handled the sharper corners better actually in some areas.
Just thought I'd pass along that little tidbit of information.
deepteam
March 6th, 2003, 09:28 AM
Err, for JDOOM you should use GLBSP? Btw, you are comparing apples and oranges in terms of engine intent.\
Also, you don't have access to the DeePsea GUI which lets you change options. For GL ports, the split factor should be 64, not the default of 16 (if you are using DeePBSP 11.74). On the off chance you used an older version then the default is 8 (even worse).
See www.sbsoftware.com (http://www.sbsoftware.com) for details
iori
March 6th, 2003, 10:27 AM
well my main concern is legacy and the fixing of bsp holes.
Well DeepTeam here is the map ( Beautiful Desecration preAlpha0.0.3 Page (http://members.lycos.co.uk/deadhands/dl.html) ). Its not very big (two rooms) as it is in progress. If you wish to test the map the fs file needs to be inserted and the 'trevor.wad' needs to included too (kinda obvious eh?!) Its in rar format http://www.rarlab.com . Ive got deepbsp now so i'll try that. Heh! maybe i can get my parents to buy me deepsea (yeah right) well thanks for your help and id appreciate and comments on the beginning part of the map
The Undertaker
March 6th, 2003, 12:36 PM
Why the hell would anyone be using BSP 2.3? 5.1 (http://sourceforge.net/projects/doombsp/) is out and much better.
iori
March 6th, 2003, 02:16 PM
...are you talking to me? I use currently glbsp w/o the gl nodes. essentially the latest release...i think
The Undertaker
March 6th, 2003, 02:48 PM
No, Brad.
deepteam
March 7th, 2003, 07:44 PM
iori - that was a ZIP file I downloaded from that link (not RAR). It was MAP02. Only thing I had to do was build nodes and it worked perfectly. Very nice.
Did I get the wrong file?
iori
March 7th, 2003, 09:11 PM
hmm rar? oh ..that yah lycos was being a bitch with rar files so i used a zip instead.
the noeds worked?? well thats odd. They dont work at home, i dl'd the one from the website...anyways thanks for the help
oh btw deepbsp needs a dll or sumthing to ruun: cw32...something.dll
deepteam
March 8th, 2003, 09:38 AM
Correct. That DLL is included when you install DeePsea. The download link was mainly for DeePsea users who already have that file. Although you can run it by itself, that is not the intent - since there are options in the GUI not available when run standalone.
OK, so I did have the right file. I have a question. Since the map had no nodes built - was that on purpose?
iori
March 10th, 2003, 10:12 AM
...that map had no nodes built? If i understand correctly, zennode was to build the nodes - thats what didnt work for me. I purposely did not build the nodes when i uploaded it so it could be done with zennode, normally this is not necessary as you can build right over a previously build file, but zennode DID work for me when i build the nodes with another nodes builder first, so i left the nodes unbuilt so you could see if it worked independantly. Anyways since it worked for you, can you tell me the EXACT command line you used please? I just went "zennode map02.wad" that didnt work for me, i dont know why, as im not a noob with computers or anything.
iori
March 11th, 2003, 11:26 AM
wtf?!? I went to the zennode webpage and downloaded the SAME file (1.1.0) and opened the zip. Its completly different than the zip i have. That is odd...well ill go try it then
Aliotroph?
March 11th, 2003, 07:17 PM
I just drag files on ZenNode and they work.
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"Once in a while a programmer really writes something he's proud of, a slick, elegant, blazingly fast routine that stands as a benchmark against which other code will be judged by. However, this is not the case with TED's fill routine. This slow, stupid algorithm will casually fill one plane of data in a painfully creeping manner. Press ESC when it gets confused." - John Romero on TED (Tile EDitor)
Aliotroph?.postCount++;
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