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GZDoom limitations (?)

Posted: Wed Dec 16, 2009 5:24
by Logan MTM
I'm starting a new project and i need ask (to anyone who knows that) what is the limitations of GZDoom Maps?
I mean, Sector Tags at least.

The Doom Builder don't let me make a Sector Tag high than 255.

Is that a Doom Builder problem or GZDoom don't support more that 255 Sector Tags/Map ?

Re: GZDoom limitations (?)

Posted: Wed Dec 16, 2009 10:07
by Gez
That's not a GZDoom limitation, that's a map format limitation. Since it stores tags (and many other things) on a single byte, the value must be between 0 and 255.

Use UDMF instead of Hexen format and you can use a sector tag of 96895556777775445454 if so you wish.

Re: GZDoom limitations (?)

Posted: Wed Dec 16, 2009 10:29
by Enjay
Surely that's not entirely correct. Even Doom2 has sector tags of 666 and 667. Lines can only have sector tags as high as 255 but sectors can have values above that and these can be manipulated by scripts.

[edit] And some line types have a hi-tag argument that effectively allows higher tag values too [/edit]

Re: GZDoom limitations (?)

Posted: Wed Dec 16, 2009 10:36
by Logan MTM
Summarizing? ^^'

Doom Builder allow me to set Sector tag 666 and 667 and nothing else. But if i set 345 (as example), it change to 255.

This UDMF support all GZDoom stuffs? (Dinamic Lights, etc)

Re: GZDoom limitations (?)

Posted: Wed Dec 16, 2009 10:38
by Graf Zahl
Gez wrote:That's not a GZDoom limitation, that's a map format limitation. Since it stores tags (and many other things) on a single byte, the value must be between 0 and 255.

Use UDMF instead of Hexen format and you can use a sector tag of 96895556777775445454 if so you wish.

No, you can't. The maximum is 2147483647 (== 0x7fffffff, maximum positive integer)

Re: GZDoom limitations (?)

Posted: Wed Dec 16, 2009 10:40
by Graf Zahl
Logan MTM wrote:Summarizing? ^^'

Doom Builder allow me to set Sector tag 666 and 667 and nothing else. But if i set 345 (as example), it change to 255.
That would be a Doombuilder bug then. Why does it do this shit? Is this DB1 or DB2?
This UDMF support all GZDoom stuffs? (Dinamic Lights, etc)

No. UDMF is supposed to be an extensible replacement map format. Currently, ZDoom, GZDoom, Skulltag and Vavoom support it and Eternity plans to.

Re: GZDoom limitations (?)

Posted: Wed Dec 16, 2009 10:42
by Logan MTM
I use Doom Builder 2! oO

Re: GZDoom limitations (?)

Posted: Wed Dec 16, 2009 11:21
by Gez
Logan MTM wrote:This UDMF support all GZDoom stuffs? (Dinamic Lights, etc)
Yes. What would be the point of a new [zwiki]map format[/zwiki] that couldn't support what the old did?

Re: GZDoom limitations (?)

Posted: Wed Dec 16, 2009 13:37
by NeoHippo
DB2r1233

Image

GZDoom configuration (not UDMF)

Re: GZDoom limitations (?)

Posted: Wed Dec 16, 2009 14:39
by Logan MTM
Dude... I DID that GZDoom.cfg! ^^'

Also, look like this bug was fixed in this new version. Cool but the firts arg in Line Actions still doesn't work.

Try to make a simple Door (tag 999) and open it with Door_Open.

@Graf
Can you put the link of GZDoom configuration for DB2 in the GZDoom's download page? :roll:

Re: GZDoom limitations (?)

Posted: Wed Dec 16, 2009 15:47
by Graf Zahl
If you don't use UDMF you can't use any line action parameters larger than 255. The map format only has one byte for it so it can't be changed. If you need more UDMF is the only option.

Re: GZDoom limitations (?)

Posted: Wed Dec 16, 2009 16:12
by Logan MTM
Ok.

Where can i download this DB2r1233?

EDIT: There is a "Eternity (UDMF)" in my Doom Builer configurations list.

I did search for GZDoom UDMF but i have no sucess. ^^'

Crap... :cry:

Re: GZDoom limitations (?)

Posted: Wed Dec 16, 2009 18:02
by Graf Zahl
Use ZDoom UDMF and add the definitions for dynamic lights and 3D floors yourself. These are the only differences.

Re: GZDoom limitations (?)

Posted: Wed Dec 16, 2009 21:17
by Gez
Logan MTM wrote:There is a "Eternity (UDMF)" in my Doom Builer configurations list.
I don't know why CodeImp put that one here, since there is no UDMF support in Eternity at the moment, so this configuration is useless. Worse, it's misleading, because people might make maps with it and think they'll work with Eternity once if has UDMF support, and then they'll find out that their map don't, actually, work.


As for GZDoom in UDMF config, it shouldn't be too hard to make it yourself from the ZDoom in UDMF config. It's normally even possible now to #include configs in others, so you could just have the extra GZDoom features added to something that calls the ZDoom config.

Re: GZDoom limitations (?)

Posted: Thu Dec 17, 2009 0:47
by Graf Zahl
Gez wrote:
Logan MTM wrote:There is a "Eternity (UDMF)" in my Doom Builer configurations list.
I don't know why CodeImp put that one here, since there is no UDMF support in Eternity at the moment, so this configuration is useless. Worse, it's misleading, because people might make maps with it and think they'll work with Eternity once if has UDMF support, and then they'll find out that their map don't, actually, work.

Not only that but he indicated that Eternity UDMF will most likely be Hexen format exclusive making this config even more useless.