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Making a Doom level that's REALLY pissing me off!

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Daniel Zinsli

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Mar 26, 1996, 3:00:00 AM3/26/96
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boud...@vianet.on.ca wrote:


>I've created a Doom level before (A few actually), but this one is just a
>tad more -- sector filled then the rest, and that's what I think the
>problem is. I've created a castle whereby there are rooms, and room within
>rooms, etc. Unfortunately, every WORKS, but it seems that a few parts (One
>major part in the level) continuously gets INVISIBLE WALLS.

This may be a problem with your nodesbuilder. Try getting warm, and
see if that fixes it. It should, anyway..

Btw: When I only used Deu's nodes builder, i often got HOM at the
lower texture, if the linedef wasn't along an coordinate-axis.
Got warm... And never had the problem again.


--
-Dan,D2M-
...And also Norway's hottest Doomer...
Get Manes.1wad and Manes2.wad from ftp.cdrom.com Today!
Irc: Manes


Ty Halderman

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Mar 26, 1996, 3:00:00 AM3/26/96
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boud...@vianet.on.ca wrote:

>Unfortunately, every WORKS, but it seems that a few parts (One

>major part in the level) continuously gets INVISIBLE WALLS. There is
>NOTHING there (Sector, lindef, etc. wise) that should be doing it.

[snip]

>I'm using DeeP v8.35 AND DETH v3.89 (Both are the newest versions).

It's a node build problem, and you don't mention the node builder
you're using. In any case, try moving some vertices a bit in the area
in question, or split a linedef and "round out" a corner. The node
builder is (erroneously) deciding to do that "for" you.

I'm not going to recommend a node builder in particular, and changing
which you use might make a difference, but I've found that I'd rather
have the level build right regardless of node builder and therefore
usually tweak vertices instead.


=- Ty Halderman <thl...@neosoft.com> -=
=- TeamTNT, project Icarus now available at: -=
=- <ftp://ftp.cdrom.com/pub/doom2/themes/TeamTNT> -=
=- <http://www.neosoft.com/~teamtnt> -=


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ja...@threeindians.com

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Mar 27, 1996, 3:00:00 AM3/27/96
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boud...@vianet.on.ca wrote:

>
>I've created a Doom level before (A few actually), but this one is just a
>tad more -- sector filled then the rest, and that's what I think the
>problem is. I've created a castle whereby there are rooms, and room within

>rooms, etc. Unfortunately, every WORKS, but it seems that a few parts (One


>major part in the level) continuously gets INVISIBLE WALLS. There is

>NOTHING there (Sector, lindef, etc. wise) that should be doing it. If I
>move that entire section away from the section it is near, the wall
>disappears.
>
>I'm using DeeP v8.35 AND DETH v3.89 (Both are the newest versions). If
>you're confused, I can e-mail you the level so you can see for yourself...
>The part with the problem is only about 26k (The complete level is MUCH
>bigger, but there's no problem with it)...

It's caused by one of two problems; a faulty nodes builder or inherent
limitations in the DOOM engine.

For the former, try a different nodes builder.

For the latter, tough. The only thing you can do about that is limit the number
of lines that need to be rendered. Here's a little clip from the UDS that
details the DOOM engine's limitations:

>----------------------------------
>APPENDIX [A-2]: DOOM engine limits
>----------------------------------

>Maximum width of a TEXTURE = NONE?
>Maximum height of a TEXTURE = 128
vvvvvvvvvvvvvvvvv
>Maximum edges in display that can have their sides rendered = 128 in 1.2
> 256 in 1.6+
^^^^^^^^^^^^^^^^^
>Maximum blocks in a BLOCKMAP = about 13000, or 113 * 113
>Maximum THINGS in view at once = 64, extras are not drawn
>Maximum patches on a texture used on a
> 2Sided "middle" texture before "medusa" effect = 1
>Maximum # of "plats" = 30 (up/down moving floors, and lifts)

>Maximum # of "scrolling" walls per level (line type 48) = 64

It should be fairly easy to apply deductive reasoning to determine which case
you are experiencing.


ja...@threeindians.com

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Mar 27, 1996, 3:00:00 AM3/27/96
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ja...@threeindians.com wrote:

Whoops. If you encountered that one it would just bail out in you with the
visiplane overload error.

What I meant was the edge overload error. Doom has an internal limit on the
number of vertical surfaces it can render in one display cycle. If the scene
exceeds this, vertical surfaces will get dropped.


Jack Vermeulen

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Mar 27, 1996, 3:00:00 AM3/27/96
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On Tue, 26 Mar 1996 00:10:17 GMT, boud...@vianet.on.ca wrote:

>I've created a Doom level before (A few actually), but this one is just a
>tad more -- sector filled then the rest, and that's what I think the
>problem is. I've created a castle whereby there are rooms, and room within
>rooms, etc. Unfortunately, every WORKS, but it seems that a few parts (One
>major part in the level) continuously gets INVISIBLE WALLS. There is
>NOTHING there (Sector, lindef, etc. wise) that should be doing it. If I
>move that entire section away from the section it is near, the wall
>disappears.

This is a node / DOOM error (depends on your viewpoint). Usually I
see this when there are 2-sided linedefs drawn clockwise (or a
mixture). Try reversing it. Mixing direction on connected lines is
also a place where this can happen.

I say a DOOM error, since the same level running for example in HEXEN
or now STRIFE may NOT have the problem. Same nodes!

The new release of DeeP 8.40 has a new option to easily (no degree
required) split your level differently. Might solve your problem too!

If you want to send me the "part" I'd like to look at it.

Jack


--
Visit the Official DeeP home page: http://www.wolfenet.com/~sbs/
Download DeeP from these FTP sites:
ftp://ftp.cdrom.com/pub/idgames/newstufff/deep840s.zip
ftp://ftp.wolfenet.com/pub/sbs/deep840s.zip <-- FAST!!
Questions relating to DeeP? E-mail: s...@wolfenet.com

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