View Full Version : Boom compatibility.
Danimetal
January 20th, 2007, 04:20 PM
Okay, we all should know what to put in our maps and what not but to clarify everything I propose that we have this thread... What´s exactly what we´re allowed to do with Boom compatibility?. Which are the map limits?. What limits have been removed?.
I propose we just explain it, partly to avoid problems (the kind of problems that could rise with Jetflock´s excellent map) and partly to give new ideas to these who are relatively new to mapping in the team.
It would also help us to define a better scope for our maps. For example, my map is currently at 36000 segments (according to XWE) and PrBoom+ will play it but that´s because PrBoom+ raised the max segments limits (Legacy would choke on it, for example). Should I make a smaller version of my map?. Are we aiming for total old Boom compatibility?.
These are the kind of questions I´d like to see discussed and given and answer here, just in case we have problems later.
PumpkinSmasher
January 20th, 2007, 06:56 PM
I think the maps should be able to play in all boom-compatible ports. As Legacy is not 100% boom-compatible it is okay if your map won't play in it. I'd say make your maps are playable in prboom and zdoom. This is a community project, so I think we should listen to everyone's opinion on this topic.
Danimetal
January 20th, 2007, 07:03 PM
Remember Prboom and ZDoom enhanced the SEGS limit. I´m particularly concerned about this point because, as you might imagine, I have to take parts of my map apart so it fits the 32k segs... I think that Boom.exe won´t run a map over that limit so our project wouldn´t be truly "Boom compatible" but I may be wrong.
In case I am not wrong with that, to solve this we´d only have to do it "Boom compatible with increased segs limit" but I´m not sure it´s worth labelling the project like that if only a few maps are going to overflow.
As for the rest of the compatibility I go for full Boom features support on extended linetypes and sectors. Legacy will crash on some of them so... Should we make our maps at least not crash on Legacy?.
Edit: I forgot to add my take and solution on this:
-If the map overflows, cut it until it doesn´t but keep your original. We could publish all overflowing originals as a NDCP2 addon like "NDCP2 enhanced". This time we wouldn´t waste our work and we would keep the wad "legal" with Boom.
-As for Legacy crashing... Just try it not to crash by doing also Legacy testing. It won´t work with Vodoo Dolls but Legacy will usually crash when loading the level if something´s wrong with it.
These are my possible solutions. I´ve been telling Rocket about them in some PMs but I´d like to hear more opinions.
Does everybody here know about extended linetypes and sectors of Boom?. In case negative I think we could explain them a bit: they can greatly enhance a map!.
Dutch Devil
January 21st, 2007, 05:46 AM
Uhm where should I look in XWE to see the amount of segs my maps use in the SEGS part dunno where to find it in that number maze?
My opinion is it should run fine on all boom ports though I'm not sure about Legacy my maps just refuse to run on it I think it has something to do with the music in my wad.
g6672D
January 21st, 2007, 07:19 AM
If NDCP2 has maps that aren't compatible with DL, then I'll use GZDoom. But I'm attempting to retain compatibility with my map. I'm not encountering any problems yet...
And there's probably no need for a music replacemet in my case. MAP28 has good stuff by default. ;) (I'm now 20% done)
Danimetal
January 21st, 2007, 09:22 AM
Uhm where should I look in XWE to see the amount of segs my maps use in the SEGS part dunno where to find it in that number maze?
Just open your map in XWE and select the SEGS lump in the left menu. When the number maze of the right is loaded you will see a message at the bottom of the screen that reads "##### entries loaded". #### is the number of segs in your map :).
Dutch Devil
January 21st, 2007, 09:28 AM
Ah ok missed that bit at the bottom *bashes head against keyboard* 16,354 entries it is so far for map11 and 13,083 for map01 well within the limits.
DooMAD
January 21st, 2007, 11:02 AM
My map is getting pretty close to 30000 segs and Legacy hasn't choked on it yet. As for the music related errors, it's because the music is in MIDI format instead of MUS, but that's something that will almost certainly be fixed in 2.0 along with all other boom compatibility issues. There may even be a maintenance build of the existing 1.4x branch with a few bugfixes if it gets approval from the developers.
Personally, I'd say make the most of the features you're allowed to use. The text file can list any ports that the completed NDCP2.wad won't run with, so people know what to use when playing it.
Dutch Devil
January 21st, 2007, 11:16 AM
Thanks for the info on the music problem got it to run with Legacy with music checked off in the launcher.
Danimetal
July 6th, 2007, 11:36 AM
Again I resurrect this thread... My map32 is way over the 32k limits. Shall we stay within the 32k limit?. What´s your word on this PumpkinSmasher?.
jetflock
July 6th, 2007, 01:23 PM
i thought we were focusing on prboom? meh, i already forget all the aspects of my maps.
Danimetal
July 6th, 2007, 04:32 PM
Were we?. I thought we were about "Boom compatible" and wanted to discuss about what "Boom compatible" really is (since many "Boom compatible" ports added lots of things that are way far from the original Boom standards).
PumpkinSmasher
July 9th, 2007, 11:14 PM
I say shoot for the 32K limit.
Danimetal
July 10th, 2007, 12:35 AM
Okay, that means deleting some stuffs on my map... I wished to get rid of some annoying puzzle there so it is most convenient :).
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