(I use dsda-doom 0.26.2 with fix clipping in large maps enabled, boom mapping format, complevel 9)
I have a problem with a map I am currently building. I intend to build the map as large and as well-detailed (lights, ceilings with depth and different textures etc.) as I can, but now every hallway or medium sized room I add feels like I'm torturing Ultimate Doom Builder and dsda-doom. When testing, I just noclip through walls and so do demons.
After asking the wiki, it turns out to be a blockmap overflow, and can fix it by not making the map as big or overly detailed.
Nice and all but that is not exactly what I want, there is another map I made that is (almost) as detailed and big, but doesn't have the issues like this one. And a very modern port like dsda-doom should be able to handle maps like these without breaking, right?
Now my question is: Are there ways to work around this bug, that doesn't involve making the map smaller or "just remove details lmao Xdddd"? I know there are wads that had the same issue and actually found a way, but I am too smoothbrained to understand it myself :P
I'd be willing to test what the absolute limit is that the engine can handle (even if it seems like "Will It Blend?" experiments), and also would provide screenshots if needed.
Question
thiccyosh
(I use dsda-doom 0.26.2 with fix clipping in large maps enabled, boom mapping format, complevel 9)
I have a problem with a map I am currently building. I intend to build the map as large and as well-detailed (lights, ceilings with depth and different textures etc.) as I can, but now every hallway or medium sized room I add feels like I'm torturing Ultimate Doom Builder and dsda-doom. When testing, I just noclip through walls and so do demons.
After asking the wiki, it turns out to be a blockmap overflow, and can fix it by not making the map as big or overly detailed.
Nice and all but that is not exactly what I want, there is another map I made that is (almost) as detailed and big, but doesn't have the issues like this one. And a very modern port like dsda-doom should be able to handle maps like these without breaking, right?
Now my question is: Are there ways to work around this bug, that doesn't involve making the map smaller or "just remove details lmao Xdddd"? I know there are wads that had the same issue and actually found a way, but I am too smoothbrained to understand it myself :P
I'd be willing to test what the absolute limit is that the engine can handle (even if it seems like "Will It Blend?" experiments), and also would provide screenshots if needed.
Thanks in advance!
Have a nice day.
It's solved
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