Jump to content

Planisphere 2


Recommended Posts

baronofheck82 said:

I'd love to play this map, I really want to, but it'd probably look like a fucking slide show on my computer :(

Agreed. Seconds per frame anyone?

Share this post


Link to post
Pottus said:

Risen3D: Won't even begin to load


Will run with the next version of Risen3D - v2.2.16 - and the map being unmodified.

Share this post


Link to post

I decided to fly around in the city and I have to say it looks amazing. I found some HOM effects while flying around though. Despite that, you did a nice job putting effort into the map to make it look like a real city.

Share this post


Link to post
  • 3 months later...
hawkwind said:

1. Load plaisf2.wad in DB2. Change the nodesbuilder to DeepBSP.

I don't have this option in Doom Builder 2, how do I change to DeepBSP? I suppose I need to create a *.cfg file and put it in the "nodebuilders" folder but I'm not sure what should I write in that file.

Share this post


Link to post

I haven't tried to check if this is also true in Planisphere 2, but entryway found out that in Frozen Time, ZDBSP extended nodes were better than DeepBSP nodes:

entryway said:

Probably interesting info which I noticed before releasing: fps is about 12-15% (!) higher with zdbsp extended nodes in comparison with deepbsp v4 nodes. In the slowest place I have ~50 fps with zdbsp nodes and ~43 with deepbsp nodes.


Does Risen3D support ZDBSP extended nodes?

(I do not know whether this speed-up constated in PrBoom+ was a result of the way the nodes were built on this map, or the actual node format itself. The former seems more likely however.)

Share this post


Link to post

Doomsday 1.9, seems, to be able to run this map flawlessly from a technical perspective, aside from the same visual bug with rendering sky over huge distances, that Pottus noted above with ZDoom.

The performance is awful though, often slowing to 1 fps.

Share this post


Link to post
Memfis said:

I don't have this option in Doom Builder 2, how do I change to DeepBSP? I suppose I need to create a *.cfg file and put it in the "nodebuilders" folder but I'm not sure what should I write in that file.


I can only guess that you have an old version of DB2

Download DB2 revision 1630. You will now have the option of using DeepBSP for building nodes. The config file is included.

Gez said:

Does Risen3D support ZDBSP extended nodes?


Risen3D uses an internal modified version of ZDBSP when either GLv5 nodes are required or where SEGS are in excess of 65535, whether in the wad or not, enabling planisf2.wad, and other massively large wads in general, to at least run in Risen3D.

Share this post


Link to post

holy shit!!

I live in nyc and this is very accurate to the real city, fucking impressive.

I have no problems running this out of doom builder.

I am currently making a very large map and ran into some problems where bullets wont hit enemies, and the same thing happens here.

I thought maybe it was an out dated version of GZdoom, and when I upgraded to the most recent it make it even worse! I would be able to like walk through walls for some reason, the collision detection was awful... so i dont know what it is but the most recent gzdoom fucks it all up, so I went back to my nearly 3 - year old version i was running before.

Share this post


Link to post

Don't say "most recent" because it's meaningless. Give the actual version number you're using.

Share this post


Link to post

I use gzdoom 1.0.29 and the level works great, except for bullets not hitting some enemies, the same problem that is destroying my huge level project that i been working on again off again for 3 years.

I tried to fix the issue with my level and upgraded to the newest gzdoom, 1.7.0 and everything was so fucked up, i would could walk like halfway into walls without no-clipping

Share this post


Link to post

The only thing that's a problem , is that it lags sometimes

That's an amazing art wad.

Also works without bugs , so stop saying it's buged because I explored

Share this post


Link to post
Shadow Hog said:

So I have to ask: what was Planisphere 1?


It's kind of a city map but it isn't comparable to two except for being by the same author with the same name. Planisphere is a lot closer to an average Doom II user level with its own user's quirks.

Share this post


Link to post
  • 4 months later...
  • 8 months later...
  • 1 year later...

shit

wonder what it would be like if you had spent that kind of efforts and time on building a GTA map

too bad afaik you are not able to build any custom maps of your own in any GTA games like you could in Doom

Share this post


Link to post
  • 3 weeks later...

Is there some ready-made version of this WAD that works with prboom-plus? The changelog for prboom-plus even specifically mentions fixes made for this WAD yet I can't find a version different from the one in the original post anywhere.

Unfortunately, the approaches mentioned in this thread seemed to, eh, not work very well for me. The author mentions in the text file that he permits modifications as long as you let him know so I hope posting the version with built nodes here isn't a problem.

Share this post


Link to post
  • 3 years later...
2 hours ago, Marcaek said:

Did you ever attempt to upload this to the idgames archive?

It's in the archives, along with Planisphere 1 -- I remember seeing it in /newstuff.

Share this post


Link to post
7 hours ago, Perro Seco said:

except for some hitscan weapons bug in some areas

 

Would that bug be hitscan puffs not appearing at the wall you're shooting at?  That's very likely due to either breaking the map size limit (editor such as GZDB has an automatic check on that, press F4), or you have a very long linedef somewhere that exceeds 3,5K+ in length - I don't remember the exact size when stuff breaks.  The latter is supposed to be fixed in (G)ZDoom.

Share this post


Link to post
10 hours ago, Not Jabba said:

It's in the archives, along with Planisphere 1 -- I remember seeing it in /newstuff.

I also saw somebody uploaded it, but I don't remember if it's this newer version or the map I made in 2012. I'll have to look again.

 

7 hours ago, Mordeth said:

 

Would that bug be hitscan puffs not appearing at the wall you're shooting at?  That's very likely due to either breaking the map size limit (editor such as GZDB has an automatic check on that, press F4), or you have a very long linedef somewhere that exceeds 3,5K+ in length - I don't remember the exact size when stuff breaks.  The latter is supposed to be fixed in (G)ZDoom.

Yes, that's the problem; bullets also miss the enemies. I have been aware of it since the beginning, but fortunately only happens in small areas at the north of the map. I tried to compensate it putting more ammo for not hitscan weapons.

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...