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Old February 4th, 2006, 03:53 PM   #1
ace
 
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ZenNode?

Aaargh. I considered putting this in editing but decided it was better suited here considering it has to do with my NDCP2 map.

Anyway, I hit a few problems especially regarding 3D bridges and have worked out (or around) said problems one by one. The last major one that is hindering making sure that in the end my map will be cross-port compatible is ZenNode. Selecting ZenNode as the nodebuilder in DB results in it refusing to build the nodes at all, saying to check for errors or switch nodebuilders.

Does anyone know why this would happen? Otherwise, in the end my map looks utterly repulsive in Legacy.
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Old February 4th, 2006, 04:49 PM   #2
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Ace, could you consider uploading your work in progress so other people can take a look at it?. It would be much easier to track possible errors that way: surely you´re used to map for software renderers and those are much more "permissive" than software ones according certain graphical glitches. If we could look at the problem it would be much easier to help.
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Old February 4th, 2006, 04:58 PM   #3
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AAAAAlrighty, then!

Perhaps a better suggestion for a 3D bridge could come out of it too...

Passworded with the usual, so don't even try it for those out-of-the-loop.
Click


I just wouldn't know of a problem for this I assume. DoomBuilder doesn't find any, anyway. Not that the 3D bridge looks any good in Legacy as it is, because I get a small feeling that's the problem.
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Old February 4th, 2006, 05:38 PM   #4
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I got no errors with doomuilder 1.67 and zennode 1.2.1.

With what versions are you working?
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Old February 4th, 2006, 05:48 PM   #5
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Yeah Zennode should be ok, I'v been using it with DB as well and everythings been fine, are you sure your setup right in DB with it?
Here's the Zennode site if something somehow might be wrong with your zennode exe in DB. http://www.mrousseau.org/programs/ZenNode/
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Old February 4th, 2006, 06:18 PM   #6
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O.k. I´m uploading a file with the solution for your problem. Will send you a PM as soon as ready .
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Old February 4th, 2006, 07:04 PM   #7
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Thank you very much.

And get this: turns out, ZenNode wasn't compiling because the parameters were still set as the normal ZDBSP ones. Grrrrr. I feel stupid now, but at least it's working well now.

Sector 237 did serve a minor purpose, just to give the platforms a nuked look like all of the others (seeing as NUKEGE is the only texture that does this by default and I do not like making custom textures very well), but considering that it won't be extremely noticeable I probably will keep them out.

Thanks, by the by.
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Old February 4th, 2006, 07:20 PM   #8
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You´re more than welcome .
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Old February 4th, 2006, 08:49 PM   #9
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Heh, I'm afraid of the SEGS eating me alive now, you've stressed it so much...

I'm at ~6200 as of now, which would be probably twice as much if I decided to make the outdoor bridge 3D after all and kept the gridded skylight in room 1. Yeesh. I need to map for ZDoom again, the limits are too overwhelming in comparison, plus the next version of ZDoom is going to increase the limit from 65534 to 100000-12000ish. I'm itching for that bigtime... especially because part II of my <OMGSEEKRIT> project, would I ever be able to finish it, would be HUGE. But I digress.

I am also now grateful 300% more now that not only you but ANYONE fixed it and posted a download. Because it just so happens that I had finished putting in textures from Doom I (a major pain in the arse on the time consumption of it), and I had forgotten that XWE has no save-as feature; so, thinking I was going to save it as a different file altogether, I deleted my map and all its entries so I could have a separate texture wad to send in.

When I went to the file menu, as you'd expect, I saw no "Save As..." or even "Save," it finally hit me that there was not such a feature and that, because I had recently trashed my backups as I do daily when mapping to keep the folder clean (I mainly only use them for when DB crashes anyway), I had permanently deleted my map. Ooops.

No problems though, weren't it for the download I would have dropped out completely as putting all that work back in and thensome afterwards would not be something I would be keen on doing. Anyways.

But it just so happens that I'm not going to be 300% more grateful because I enjoy not giving thanks in return just that much. Plus I consider us even; I may owe you 1000 site views but I don't have a website now and am an ungrateful bastard, so there.
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Old February 8th, 2006, 07:10 PM   #10
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Quote:
Originally Posted by ace
... and I had forgotten that XWE has no save-as feature; so, thinking I was going to save it as a different file altogether, I deleted my map and all its entries so I could have a separate texture wad to send in.

When I went to the file menu, as you'd expect, I saw no "Save As..." or even "Save," it finally hit me that there was not such a feature
The latest beta of XWE does have a "save as" under Entry

http://ca.geocities.com/xwe@rogers.com/xwe_beta.zip
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Old February 8th, 2006, 07:47 PM   #11
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Quote:
Originally Posted by ace
Heh, I'm afraid of the SEGS eating me alive now, you've stressed it so much...

I'm at ~6200 as of now, which would be probably twice as much if I decided to make the outdoor bridge 3D after all and kept the gridded skylight in room 1.

The "average" number of SEGS in all levels of the first NDCP was 7753 the max being 29,936. I think your safe.

Your much more likely to be eaten by a grue than run over the limit.
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Old February 9th, 2006, 04:45 PM   #12
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Quote:
Originally Posted by hawkwind2
The latest beta of XWE does have a "save as" under Entry

http://ca.geocities.com/xwe@rogers.com/xwe_beta.zip

So does the version I have, which is not the new beta, but that is for saving entries as lump or graphic files elsewhere, not the file as a whole. Meh. But thanks for the link, I was wondering if that was any better than the current official version...

Quote:
Originally Posted by JohnSix
The "average" number of SEGS in all levels of the first NDCP was 7753 the max being 29,936. I think your safe.
That surprises me a tad. Heh. However, considering that I am that high (still only about 6372 but still) and have only perhaps 1/8 of the map done, if I kept at the same rate on segs that I am going at now, I would be well up on 53000 segs. Actually now that's starting to sound a tad bit outrageous... still, I'm considering keeping the detail moderate (but still satisfying) and perhaps keeping it a map of relatively average size. Hopefully it wouldn't be a problem.

Quote:
Your much more likely to be eaten by a grue than run over the limit.
Hehehe. Most people don't know that I keep one in my closet. He is actually much friendlier than they are told to be. Too bad I can't keep him out in daylight though, especially for use as a restroom... it's really starting to smell in there.
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Old February 9th, 2006, 07:12 PM   #13
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Wow! If you estimate an eighth I take all all back.

Now, I'm worried for you as well.
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Old February 9th, 2006, 07:40 PM   #14
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New Rule :
MAP OR DIE.. But don't let the map die..
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Old February 10th, 2006, 03:41 AM   #15
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Ace: Go visit my site 1000 times . You have plenty of segs until 32000... I also think that new ZDoom limit is completely insane!. Is it using a new map format or something?.
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Old February 10th, 2006, 01:17 PM   #16
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Hmm... still trying to figure out a good way to keep low on segs. Right now it's at about 500 (though sometimes 1000) SEGS per room, which would leave me with a limit to (again, assuming I keep going at the same detail level) somewhere around 35 rooms. Perhaps it will be enough, but I'll just keep a close eye on the limits. DAMN YOU ZDOOM! YOU HAVE WARPED MY SENSE OF LIMITATION AAAARRRGH.

Quote:
Originally Posted by danimetal
Ace: Go visit my site 1000 times
Alright, alright, but you have to visit my site 1000 times as well, especially seeing as your site has gotten way more views than mine ever did.

Quote:
You have plenty of segs until 32000...
I sure hope so.

Quote:
I also think that new ZDoom limit is completely insane!. Is it using a new map format or something?.
At the moment it doesn't look like so. The sidedef limit has been increased to 2^32-1, which would be equal to 4294967295 sidedefs, if the map format were changed. However, without changing the map value it is only (and I'm using "only" very lightly here) between 100000 and 120000 sidedefs. So I'm guessing that it is not changing the map format but rather is simply increasing the current limitations of ZDoom itself.
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Old February 11th, 2006, 03:57 PM   #17
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Argh, double-post! I don't particularly enjoy doing that but it's a tad late for an edit now... besides the fact that it's off the (not-so-)current topic.

Having another problem with a 3D bridge. Contrary to the last one this one is a true 3D bridge, walk over and under, all that. The problem is the lowered ceiling to block the player from falling off doesn't seem to like erm... existing, at all. It doesn't render properly in any way that I've tried.

At first I tried using the method mentioned on the guide at Doomworld, that didn't work. Then I tried the same method used for the GL bridge trick: two lines referring to a dummy sector while not connecting to anything so it isn't rendered. You'd think this would work... it works with the floor fine, as expected, but with the ceiling it always renders the flat from the dummy sector at the height it would appear if the ceiling were solid, and because there are no upper textures on the lines it gets enlarged and really ugly with a flat-HOM effect.

And it gets worse in Legacy. The floor and part of the walls under the bridge render the sky (which is odd considering it did not have this problem with the fake bridge), and when you trigger the line to bring the dummy sector's floor height to the 3D bridge height, it renders the floor flat of the dummy sector. AAAARGH my head.

For anyone who wants to even take a crack at it, because I'm lost. Perhaps I'm not cut out to make Vanilla 3D bridges, eh?

Passworded as normal.

I should mention that other than the glaring problems with the bridge I've got it functioning, you can walk over and under it, and it doesn't make a peep. The dummy sectors are to the left of the opening area, not the ones with specials of course. The bridge is at the very top (speaking 3-dimentionally, the very back) of the map.

I swear, if this is a simple fix again...
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Old February 11th, 2006, 05:38 PM   #18
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I´ll take a look at it and see if I can help you .

I tried something and sent it to you. Check your PM box in a couple of minutes .

Last edited by Danimetal; February 11th, 2006 at 06:05 PM.
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Old February 11th, 2006, 06:09 PM   #19
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Don't use the one I just posted. After further investigation I just realized that somewhere along the line I SERIOUSLY borked the floor, which is why there was that rendering problem in Legacy.

However the problem still stands that I can't figure out a proper ceiling. Here's a more accurate link though, with a working floor. Had to rebuild the damn thing from scratch to fix it...

Passworded agains.

I'm going to owe you a billion views now, aren't I?



EDIT:
AAAAARGH! Bad timing strikes again! I'm cursed, I swear, cursed!

Seems your fix works yet again. Dern you...

What a waste of time, reconstructing the bridge from scratch when it was fixed before I even knew about it...

Last edited by ace; February 11th, 2006 at 06:16 PM.
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Old February 11th, 2006, 06:30 PM   #20
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I think that 1000 more visits and a few beers would do the trick . Nice map you´re making there buddy!.
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