GZDooM limits

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Reinchard
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GZDooM limits

Post by Reinchard »

Does anyone know the limits of GZDooM? I'm working on very big map and on this day I have:
14342 vertices
17692 lines
32940 sidedefs
3796 sectors
and map is 21240 width and 28056 heigh. Evrything working fine, but this is 50% of map. Size will become the same but I plan to add lots of sectors yet. I hope GZDooM will not crash....
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Graf Zahl
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Post by Graf Zahl »

The hard limit is 65535 sidedefs - but that's due to the current editors. If they could compress sidedefs the limit would be close to 100000.

As for size, don't go above 32767 in each direction and try to keep the map toward the center. The closer you get to the outer map limits of +/-32767 the higher the likelihood of overflow problems.
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MartinHowe
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Post by MartinHowe »

Note also that for some action functions (or "codepointers", as us old-skool modders call them), "infinity" is +/-32767 instead of +/-2147483647 because they use a "fixed_t" data type for distances; for example, using A_JumpIfCloser() on such a map can produce strange results...
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Post by Reinchard »

Thanks. As I say size will become the same, including "horizons". On this day everything is ok, without "check errors" function in DooM Builder - they crush the program. But I still check non-closed sectors etc, so I hope map in the final version be gameplay not only in my computer.
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Reinchard
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Post by Reinchard »

Is this possible to make much bigger level, using GLBSP?? http://glbsp.sourceforge.net/specs.php
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Graf Zahl
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Post by Graf Zahl »

No. The limits are imposed by the map format, not the tools being used.
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Reinchard
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Post by Reinchard »

Are you plannig in future expand this limits? Of course I know this is editor problem, but maybe you hear something about that? Maybe incoming "Doom Builder 2" can build bigger maps?
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Post by wildweasel »

Expanding the map format has been a topic of considerable debate over the past few years. Numerous people have tried to make a new standard map format, but usually the other port authors and map editor authors tend to disagree, and nothing ever gets done.
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Post by Reinchard »

I hope there will be day, when Doom maps can be that same size like maps on Cry Tek engine.
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