View Full Version : Stock limits for Legacy V2.0.
Danimetal
December 14th, 2005, 05:33 PM
This has been discussed somewhere else but I think that it doesn´t hurt to have a thread around for it.
The stock limits for segments, sectors and things of Doom Legacy could be interpreted as "limited" regarding some kinds of mapping styles (details and such). It has been said than changing certain bytes from "signed" to "unsigned" could double this number.
Now, with the Hexen hub compatibility this could be regarded as useless since you can split your map as much as you want... It has been said too that Hexen stuff will be available for Doom as long as you use Doom thing types in "Hexen format" (that means polyobjects, hubs, ACS)...
The two questions are: is this "unsigned" thing being considered?. Will the Hexen hub compatibility be usable with regular "Doom format" (with Doom classic linetypes and then ACS, polyobjects etc...) or will it need the "Hexen format"?.
MR_ROCKET
December 14th, 2005, 05:59 PM
Now I'm not 100% sure, I donno but anyways this is my safest guess :)
Yeah I was wondering the same thing, just not quiet in depth heh. I guess that limit will or has been removed in the new version?
I think it will be something like what zdoom and based off ports use, regarding INFO lmps and an updated editor configuration file will have to be made to have both hexen and doom usable to map for it. eg. something like gzdoom editing in which all you need is your doom wad as a resource.- and of course a stand alone editor cfg for it.
Still I'm not sure, and it's hard to predict the future, but only sometimes ;)
/me waits for something more factual..
smite-meister
December 15th, 2005, 08:48 AM
The two questions are: is this "unsigned" thing being considered?. Will the Hexen hub compatibility be usable with regular "Doom format" (with Doom classic linetypes and then ACS, polyobjects etc...) or will it need the "Hexen format"?.
The unsigned thing is done, but still needs debugging (Deus Vult map05 doesn't yet work properly).
Hubs are made using the MAPINFO lump. The actual maps can be in either Doom or Hexen format.
OTOH if you want polyobjects or ACS, the map has to be in Hexen format.
Danimetal
December 16th, 2005, 08:06 AM
Not much problem having a map into Hexen format, I was just thinking that it would require of people to learn how Hexen lines and stuff work but, in the other hand, they´re much more complete and allow you to make more stuff :).
Tha "unsigned" thing being done really relieves me from a lot of trouble I´ve been having keeping the maps into reasonable limits :D!!!. I hope you get the "reject" stuff done with not a lot of problems.
Thanks a lot for your support in these matters.
MR_ROCKET
December 19th, 2005, 02:07 PM
Wasn't there a console command in the alpha that would let you convert your doom map into hexen format? or will we be needing to use zwadconv?
Nuxius
December 19th, 2005, 09:01 PM
I have a "Legacy (Doom in Hexen format)" cfg for DB I started working on a while back. Never got around to finishing it though. Once more of the 1.99beta is complete, I imagine it will get easier for me to do, though.
MR_ROCKET
December 19th, 2005, 09:24 PM
You know I made one a while back too or was that for wad author?. and yeah..
Nuxius
December 19th, 2005, 09:25 PM
Yours was for Wad Author.
Edit:
Here's your post:
http://forums.newdoom.com/showpost.php?p=431758&postcount=110
MR_ROCKET
December 19th, 2005, 09:37 PM
ah damn, I hope I have it on cd haha
Anyways, hows the DB version working?
smite-meister
December 22nd, 2005, 02:57 AM
Wasn't there a console command in the alpha that would let you convert your doom map into hexen format?
Yeah, "convertmap MAPxx" will convert the THINGS and LINEDEFS lumps of MAPxx to Hexen format and dump them on the disk. None of the other map lumps need to be changed. Crude but works.
Nuxius
January 3rd, 2006, 12:46 AM
Anyways, hows the DB version working?
It works. That's about all I can say about it.
Even with the CVS at hand, it's difficult for me to figure out what works and what doesn't. I started out with DB's Hexen config, since it seemed to be the closest, but there's some stuff in there that Legacy's Doom in Hexen format doesn't support yet. Given the accuracy of some of the other DB config's I don't know whether the Hexen config just has stuff that even regular Hexen didn't support, or whether it just hasn't been coded in Legacy yet.
Examples:
"Monster Walks Over" - lindef actions that only monsters can activate don't work in Legacy. However, I can tick the checkbox for the flag "Monster Activates" and they will work. Problem is, the player can activate those as well.
Lindef Action 202: "Door Generic" - Doesn't work in Legacy's DiHF at all.
That's the only two I've found so far though. I know that "Use Puzzle Item" doesn't work, because it was listed in the CVS as not working, and ditto for Polyobjects.
Graf_Zahl
January 3rd, 2006, 03:30 AM
The 'monster walks over' is a standard Hexen feature. Hexen strictly separates triggers for players from triggers for monsters and this is the only way to create monster triggers.
'Door Generic', however is ZDoom's implementation of Boom's generalized door types. All special types >170 have been added by ZDoom to support Doom/Boom features not present in Hexen.
Nuxius
January 3rd, 2006, 04:32 AM
Ahh, O.K., that helps clear up some stuff then, thanks Graf. :)
Looking at the CVS again, I figured out what the whole problem with 202 - Door Generic was: Legacy supports it, but it's currently in a "key order different from ZDoom", and is on the TODO list to be fixed so it can be compatabile with ZDoom.
So everything in the normal DB Hexen.cfg is O.K., and me adding it into my Legacy (DiHF) was O.K., I just had the order wrong (well, for the current version, that is).
There's definitely something up with the monster triggering though. Looking at the CVS, I'm sure all of the triggering stuff is covered in the first part under the "EVENTS" section, but I'm no coder or anything, so I can't make much sense out of most of it at all. :p
smite-meister
January 3rd, 2006, 11:20 AM
There's definitely something up with the monster triggering though. Looking at the CVS, I'm sure all of the triggering stuff is covered in the first part under the "EVENTS" section, but I'm no coder or anything, so I can't make much sense out of most of it at all. :p
Does it work with Hexen monsters? I just noticed that all Doom/Heretic monsters lacked the MF2_MCROSS flag which enables the triggering... it's fixed now.
Nuxius
January 7th, 2006, 02:52 PM
I don't own Hexen, so I couldn't tell you. I imagine you're right on that, though.
Hmm, come to think of it, I think I have a demo of Hexen somewhere around here...
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