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GZDooM limits
Posted: Sun Feb 24, 2008 15:04
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....
Posted: Sun Feb 24, 2008 20:56
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.
Posted: Sun Feb 24, 2008 21:03
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...
Posted: Sun Feb 24, 2008 21:16
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.
Posted: Tue Mar 11, 2008 15:05
by Reinchard
Is this possible to make much bigger level, using GLBSP??
http://glbsp.sourceforge.net/specs.php
Posted: Tue Mar 11, 2008 18:13
by Graf Zahl
No. The limits are imposed by the map format, not the tools being used.
Posted: Tue Mar 11, 2008 18:56
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?
Posted: Tue Mar 11, 2008 19:46
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.
Posted: Tue Mar 11, 2008 20:51
by Reinchard
I hope there will be day, when Doom maps can be that same size like maps on Cry Tek engine.