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[2.0.1.1157] Map "Folds" 
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Joined: Thu Dec 03, 2009 1:04 am
Posts: 2
Post [2.0.1.1157] Map "Folds"

When I open Doom Builder 2 and load my map... it displays on screen to my horror to appear like it has folded over on it's self.

- Start program.
- Click File menu, then click Open "CC4_MAC_Build11.wad". and click OK.
- Select configuration "Boom" and include "Doom2.wad" & "cc4-tex.wad" in the resources.
- Click OK.

I have tried saving it with out building the nodes, and that does not seem to help.

If this has been reported already, or is considered a NON issue, then sorry.

ImageImageImage
[*.Wad File Removed]


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Last edited by Macro11_1 on Sat May 01, 2010 5:42 pm, edited 1 time in total.



Sat May 01, 2010 6:58 am
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Joined: Fri May 15, 2009 3:45 pm
Posts: 126
Post Re: [2.0.1.1157] Map "Folds"

It's indeed (sort of) a bug in DB2. It doesn't have anything to do with the nodes. Your map dimensions are simply too big for the Doom map format. It only uses 2 bytes to store the x and y position of vertices, so you can't place any vertices beyond the range of -32.768 to 32.767 (both on x and y axis). So the fix in DB2 can only be to not let the user draw outside those boundaries, but you just can't get any bigger.


Sat May 01, 2010 9:50 am
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Joined: Thu Dec 03, 2009 1:04 am
Posts: 2
Post Re: [2.0.1.1157] Map "Folds"

Ah ok, I was afraid of something like this, guess i'll have to scrunch down my map.

Thanks for the swift reply boris!


Sat May 01, 2010 5:42 pm
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Joined: Sun Jan 04, 2009 4:49 pm
Posts: 543
Post Re: [2.0.1.1157] Map "Folds"

The UDMF map format does not have this problem. But only a few engines currently support UDMF. See http://zdoom.org/wiki/UDMF and/or http://doom.wikia.com/wiki/UDMF


Mon May 03, 2010 11:53 am
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Joined: Fri May 15, 2009 3:45 pm
Posts: 126
Post Re: [2.0.1.1157] Map "Folds"

CodeImp wrote:
The UDMF map format does not have this problem.

Doesn't help much if the ports loading the map still use short int to store vertex positions (as (G)ZDoom apparently does).


Mon May 03, 2010 4:59 pm
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Joined: Sat Jan 09, 2010 1:11 pm
Posts: 35
Post Re: [2.0.1.1157] Map "Folds"

Doom uses 16.16 fixed-point values to store a mobj's coordinates. If I understand that stuff correctly, it means that there is only 16 bit for the integral part of a coordinate, so using more than 16 bits to store a vertex's coordinate is pointless -- you'd just create map geometry where the actors glitch. (Internally, ZDoom uses 16.16 fixed point values for vertices as well, of course.)

Raising this limit would require a serious rewrite of a lot of stuff, to move either to floating point, or to maybe use something like 48.16 fixed point values. I honestly don't see either as very likely.


Mon May 03, 2010 9:48 pm
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Joined: Fri May 15, 2009 3:45 pm
Posts: 126
Post Re: [2.0.1.1157] Map "Folds"

I'm looking into fixing this. The idea is pretty simple: let the game configuration set the max dimension of the map. Then don't let the user place any map objects outside this boundary. Also do only draw the grid inside the boundary.


Sun May 23, 2010 9:56 am
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Joined: Sun Jan 04, 2009 4:49 pm
Posts: 543
Post Re: [2.0.1.1157] Map "Folds"

Boris changed the grid so that there is only grid where you can build your map. You can't drag/draw outside the grid. Thanks boris!


Fri Aug 13, 2010 8:17 pm
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