KouraJio Posted February 23, 2023 (edited) Hey mappers, i have a few questions to make about the limits in the UDB/Zandronum or mapping in general. 1. Things and Sectors ID. Theres a number limit to them? 2. 3D Floors, i do like to use them a lot. Theres a number limit to them? 3. ACS, in arguments of some commands, like a example: Random( nX, nY); Again, theres a numer limit to nY? When i ask about the limit, i mean can i go over 255? I believe that number is the cap in some situations like colors. Sector_Set3DFloor( 1000, 1, 0, 255, 0); Like always, thanks for your time. Edited February 23, 2023 by KouraJio 0 Quote Share this post Link to post
Kan3 Posted February 23, 2023 I don't think there's a "real" limit to tag numbers for sectors, lines or even things (I believe it will go up to 65535 like with the spawn number). Same goes for 3d floors, though there more you add the more your map will be heavy of course, but I went easily over 300 with the great majority of them concentrated in a small area of a map and I had no issue whatsoever. I'm quite sure that there are no limits in acs constants either. (Colors have limits due to the fact that the engine "works" with a 8-bit RGB system) 1 Quote Share this post Link to post
MFG38 Posted February 23, 2023 1. There is. I believe the highest ID number a thing can have is 32767, at least in ZDoom. Not sure about vanilla. As for sector tags and whatnot (assuming that's what you mean), that varies depending on format. Vanilla, I believe, can do tags up to 255 (counting out the 666 and 667 special tags) - same goes for Hexen format. Boom can do at least 4-digit tag numbers and UDMF has them practically unlimited (or up to 2,147,483,547). 2. Theoretically, you can put as many 3D floors into a map as you can, but they do begin to affect performance at a certain point. Best to use them in moderation for that reason. 3. Highest value you can theoretically use to my knowledge is 2,147,483,547. 1 Quote Share this post Link to post
KouraJio Posted February 23, 2023 1 hour ago, MFG38 said: 1. There is. I believe the highest ID number a thing can have is 32767, at least in ZDoom. Not sure about vanilla. As for sector tags and whatnot (assuming that's what you mean), that varies depending on format. Vanilla, I believe, can do tags up to 255 (counting out the 666 and 667 special tags) - same goes for Hexen format. Boom can do at least 4-digit tag numbers and UDMF has them practically unlimited (or up to 2,147,483,547). 2. Theoretically, you can put as many 3D floors into a map as you can, but they do begin to affect performance at a certain point. Best to use them in moderation for that reason. 3. Highest value you can theoretically use to my knowledge is 2,147,483,547. 1. Yeah, im mainly focus on Zandronum UDMF for now. Yes its sector in most cases. 2. Im aware about performace. Kan3 i dont really use that many sectors, but thanks for the information. 3. This is more than enough to me to work with it. 0 Quote Share this post Link to post
ramon.dexter Posted February 23, 2023 (edited) 4 hours ago, KouraJio said: When i ask about the limit, i mean can i go over 255? I believe that number is the cap in some situations like colors. Sector_Set3DFloor( 1000, 1, 0, 255, 0); The 255 is actually maximum hex value FF, so you cannot go higher than 255 or FF. Also, in this context, it means "completely opaque", so no need for higher value. Of course you can have much higher hex value than FF, but in this context, FF or 255 is the maximum. The arguments of the mentioned function are following: 160:Sector_Set3dFloor (tag, type, flags, alpha, hi-tag/line ID) tag: Tag of affected sectors. type: The type of 3D floor to create. flags: The flags to apply to the 3D floor. alpha: Specifies the translucency of the 3D-floor: 0 = invisible, 255 = opaque. <- here, when it's completely opaque, how it could be more opaque? So, no need to go higher than 255 or FF. hi-tag/line ID: If type has the value 8 added to it this will give the control linedef a line ID. Otherwise this parameter serves as a high-byte for the sector tag in order to allow more than 256 3D floor definitions. This parameter is completely unnecessary in UDMF and should not be used in that format. If you need better reference, please head to zdoom.org/wiki to read more about numerals and maximum/minimum values. Edited February 23, 2023 by ramon.dexter 1 Quote Share this post Link to post
Paf Posted February 25, 2023 On 2/23/2023 at 9:34 AM, MFG38 said: Vanilla, I believe, can do tags up to 255 Just tested it, it can go way higher - up in the thousands. I don't know how high exactly, but I'm guessing it would be 32767 considering that's the static limit for a lot of other things, like linedefs. 2 Quote Share this post Link to post
Bauul Posted February 25, 2023 Yeah, AFAIK ironically the vanilla Doom map format supports more tags than the Hexen map format. The latter is limited to 255 while the former isn't. Neither compare to UDMF though with it's 32-bit integers. 1 Quote Share this post Link to post
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