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node_builders

27 files

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  1. ZenNode Version 1.0

    ZenNode updates the BLOCKMAP, REJECT, and/or NODES/SEGS/SSECTOR resources of your .WAD file. It supports DOOM / DOOM II / Heretic / and Hexen. It will generally rebuild the BSP tree faster than any other program around.

    9 downloads

       (2 reviews)

    Submitted

  2. NodeNav v0.81 - DJGPP Port

    NODES navigator for DOOM-Engine .WAD files

    Lets you graphically see any map's BSP node-tree at work.

    Source code included (DJGPP v2.0+ and Allegro 3.1 required)

    10 downloads

       (0 reviews)

    Submitted

  3. bsp23bug.wad

    This (bsp23bug.wad) is a pwad that exercises what I think to be two spectacular bugs in BSP 2.3. Recipe :

    1) At the start, look at the red wall in front of you.

    2) Outside, near the candle, you can see a red wall that shouldn't be there, since there is no linedef at that spot. It's still solid enough to hide the dead marine behind it. Also, for a psychedelic trip, take a walk along the long red wall nearby.

    I've tested the wad with XDoom, LxDoom and the original Doom. I think the bugs are in BSP 2.3, not in the wad or in Doom because, when using Warm to build the nodes, they don't show.

    1 download

       (0 reviews)

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  4. BSP version 3.0 dos extended

    Changes in 3.0x:

    Lee Killough 9/98:

    Fixed many cases of slime lines by going back to using slightly slower BSP21x splitting algorithm.

    Removed approximate visplane overflow detection code, as being too inaccurate to be useful. If visplane overflows need to be detected, then modifying the Doom source code to display them exactly in real-time would be a better idea. The visplane counting code in BSP22x and BSP23x was never 100% accurate, but was about as close as I could make it based solely on empirical evidence.

    NOTE: this change does not remove the -vp option, which attempts to reduce the chances of visplane overflows by using a special node line heuristic, and which is the more useful of the visplane-related options. This change only removes the -vpwarn and -vpmark options, which attempted to detect where visplane overflows occurred, but which were too crude. Exact detection of visplane overflows is unnecessary to remove them, because techniques are available which reduce the probability of visplane overflows without having to know whether they actually occur.

    9 downloads

       (0 reviews)

    Submitted

  5. BSP version 2.3 dos extended

    This builds a BSP node tree for your DOOM wad files.

    4 downloads

       (2 reviews)

    Submitted

  6. JBSP 1.02

    JBSP 1.02, a new Node Builder based on BSP, but with new features like:

    - REJECT compilation, for speed large levels.
    - Graphics. You view how the builder works on your level.
    - Level view, for view maps in a wad.
    - Now you can view the nodes and the REJECT of your levels.

    And more...

    I am now working in implementing more perfomance and a 3d previewer.

    4 downloads

       (0 reviews)

    Submitted

  7. BSP version 1.5 DOS

    This builds a BSP node tree for your DOOM wad files.

    1 download

       (0 reviews)

    Submitted

  8. RMB the Reject Map Builder version 3.0

    This version of RMB can process Doom 1, Doom ][ Heretic and Hexen files.

    RMB can be used to speed up large WADs with many monsters.

    RMB can be used to generate special effects with the reject map. If all you need to do is to speed up the wad I suggest you find out how to turn on reject map building in ZenNode or WARM, as these reject map builders are faster than RMB. The force of RMB is all the options and special effects.

    11 downloads

       (2 reviews)

    Submitted

  9. ZenNode Version 0.98a

    ZenNode updates the BLOCKMAP, REJECT, and/or NODES/SEGS/SSECTOR resources of your .WAD file. It supports DOOM / DOOM II / Heretic / and Hexen. It will generally rebuild the BSP tree faster than any other program around.

    3 downloads

       (0 reviews)

    Submitted

  10. WAD Auxiliary Resource Manipulator

    WARM's main purpose is to build the NODES, SSECTORS, SEGS, BLOCKMAP, and REJECT resources from the basic resources that compose a level.

    7 downloads

       (3 reviews)

    Submitted

  11. BSPCOMP v1.0

    This program is a cross breed between many of the other node compilers out there. It incorporates code from DEU, BSP12X, WARM14, and IDBSP, as well as a few other tid-bits that I threw in. It will automatically detect which type of WAD file you are compiling.

    2 downloads

       (0 reviews)

    Submitted

  12. idbsp11b.zip

    Long-awaited public BETA test of IDBSP v1.1.

    1 download

       (0 reviews)

    Submitted

  13. REJECT.EXE version 1.1.0

    REJECT.EXE is a command line based utility used for building the REJECT resource in a DOOM or DOOM 2 PWAD file. It post-processes a PWAD which has been created using a level editor such as DEU. Its main purpose is to speed up slow PWAD files by reducing the number of line-of-sight calculations performed by the DOOM engine.

    2 downloads

       (0 reviews)

    Submitted

  14. IDBSP 1.0.2 DOS binaries

    Is a BSP tree and a REJECT and a BLOCKMAP builder for WAD makers.

    This is a newer upload of the DOS binaries with the DOS extender included.

    ibsp102d.zip has all the DOS binaries.

    Fixes some bugs and puts some improvements in IDBSP v 1.0

    10 downloads

       (0 reviews)

    Submitted

  15. idbspwat.zip

    IDBSPWAT.ZIP is a descendant of Ron Rossbach's DOS port of id software's BSP node building code. There are a few reasons that I have done to this program that I have found useful, so I thought I would upload it.

    1 download

       (0 reviews)

    Submitted

  16. IDBSP 1.0.1 Linux binaries

    Is a BSP tree and a REJECT and a BLOCKMAP builder for WAD makers.

    ibsp101l.zip has all the Linux binaries.

    Fixes some bugs and puts some improvements in IDBSP v 1.0

    2 downloads

       (0 reviews)

    Submitted

  17. IDBSP 1.0.1 source

    Is a BSP tree and a REJECT and a BLOCKMAP builder for WAD makers.

    ibsp101s.zip has all the source with a makefile for each OS.

    Fixes some bugs and puts some improvements in IDBSP v 1.0

    6 downloads

       (0 reviews)

    Submitted

  18. IDBSP 1.0.1 DOS binaries

    Is a BSP tree and a REJECT and a BLOCKMAP builder for WAD makers.

    ibsp101d.zip has all the DOS binaries.

    Fixes some bugs and puts some improvements in IDBSP v 1.0

    15 downloads

       (0 reviews)

    Submitted

  19. IDBSP 1.0.1 OS/2 binaries

    Is a BSP tree and a REJECT and a BLOCKMAP builder for WAD makers.

    ibsp101o.zip has all the OS/2 binaries.

    Fixes some bugs and puts some improvements in IDBSP v 1.0

    4 downloads

       (0 reviews)

    Submitted

  20. BSP version 1.2 OS/2

    I ported this to OS/2 because for some wierd reason, I'm not able to get any node builder that uses EMU387 working on my 386. The nodes build, but the levels come out scrambled. Since EMU387 was the common factor with BSP11X, BSP12X, IDBSP10 and DEU521GCC, I thought porting it to OS/2 would take care of the problem. It did.

    If anyone else out there uses this, let me know of any bugs you run into. It was a VERY easy port. Guess that speaks wonders for Colin. I had to comment out 2 includes, one macro, define M_PI and change the inline declaration. It was compiled with CSet++ and does seem to run slightly slower. But I didn't time it or care to track the problem down anymore (and it could all be in my imagination.) But if it seems too slow to use and you really want to use it, let me know and I'll see if there's anything more I can do for the speed.

    22 downloads

       (0 reviews)

    Submitted

  21. bsp4linx.zip

    This is BSP version 1.2 dos extended, written by Colin Reed.

    It has been converted to compile under Linux by Sam Lantinga. Thanks Colin! It was easy to recompile. :)

    New version due to bug found by Mark Harrison that caused some problems with flipped segs having their textures buggered up.

    The GO32 dos extender has been pre-pended to the executable.

    This builds a BSP node tree for your DOOM wad files.

    1 download

       (0 reviews)

    Submitted

  22. idbsp10.zip

    IDBSP10.ZIP is version 1.0 of my DOS port of id's own BSP builder for DOOM. The zipfile contains two programs, both with full source included.

    id's BSP builder takes a DWD file as input, and generates a WAD file. A DWD file is bascially an "ASCII WAD" file; it is a text file describing the linedefs, sidedef, sectors, and things on a level. The BSP builder creates the remaining resources.

    Note that IDBSP automatically builds the REJECT resource, to help speed up all those line-of-sight calculations.

    5 downloads

       (1 review)

    Submitted

  23. BSP version 1.1 for Windows

    This is BSP version 1.1 for Windows. This builds a BSP node tree for your DOOM wad files.

    16 downloads

       (0 reviews)

    Submitted

  24. BSP v1.1TC

    This is v1.1TC of the BSP nodes builder that I recieved direct from the author himself. For those of you that downloaded BSP11X.ZIP and find that it wont work because you dont have a Math Co-Processor chip, then download this version that wont use a Math-Co.

    4 downloads

       (2 reviews)

    Submitted


  • File Reviews

    • By D3rpyD00dlez · Posted
      I genuinely enjoyed this mod with its level design and music. It was challenging and interesting and it kept me playing a while after beating it to try to find anything. though I would say it was slightly repetitive and overwhelming with enemies at some moments.
    • By LouigiVerona · Posted
      Writing a review for Darkening 2 is tough. It's a beloved megawad, and for good reason. As many other reviewers have said, it is historically a very important project.   It was an important megawad for me personally. I fell in love with the first level in particular. The music, the realistic architecture, so reminiscent of the video games of the 90s... It all left a lasting impression. And it was one of the most beautiful wads I've seen at the time.   But I rarely played anyt
    • By Ofisil · Posted
      A competently made map, for sure, but fun? It's way too long and repetitive, with same-y combat & ambush scenarios used again and again, and with way too much enemies, and not that much of a challenge, even for me who isn't exactly fond of "SUPER HARD WAD #9263!!!!11!. You can cut the whole thing in half, and then cut THAT half in half, and it would be a better map. Is it bad? No, just a little bit above average, mostly because it drags a bit too long.
    • By MrSkeltal · Posted
      Generally good map design, but the difficulty as is the case with pwads tends to be uneven even on HMP, especially when you mix them with what slaughtermaps tend to be (monster spam). Too many parts where, after pressing a switch, you'll spend some time killing enemies only to realise the map maker tried to get cute and spawned a bunch of hidden archviles somewhere to start reviving everyone while you were busy wasting ammo. This is especially unfun in parts with very little cover where you'll b
    • By Ranger Qwerty · Posted
      I like the part where I pay for the numerous murders I committed by getting beaten up by either a Mancubus or an Arachnotron, it changed my outlook on Monster Priority. Thank you "Problematic" Revenant #7, I have yet to find a way to repay him.
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