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[Solved] Possible workarounds for blockmap overflow?


thiccyosh

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(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.

 

Edited by thiccyosh
It's solved

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One of the things I have been working slightly on is a guide to making large vanilla maps. I was thinking of adding it to my doom site and add a doomwiki page with short explanation and a link to my file. I like the doomwiki, but for a document that mostly I will update, it's not quite the right tool for this.

Blockmap is one of those things I will write a section about as it tends to be the limit most mappers reach first.

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4 minutes ago, RataUnderground said:

Maybe a different nodebuilder will fix your problem. I would try this one.

 

It works! I legit forgot there are multiple nodebuilders to choose from. Thanks!

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2 hours ago, Doomy__Doom said:

If you run into further issues, zokumbsp is your best bet as far as advanced node/blockmap compression goes.

ZokumBSP is best for vanilla's limits, but if the map is hitting the sourceport-extended limits, there might be better options.

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On 7/12/2023 at 3:13 PM, thiccyosh said:

can fix it by not making the map as big or overly detailed.

AFAIK blockmap overflow has nothing to do with level detail. It is only dependent on a map size.

 

As for detailing, there is a limited number of linedefs, vertices and so on, you can put in a Doom map format. If I remember correctly it is something around 65 000.

From my experience linedefs end firsts(after sidedef compression).

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5 hours ago, Kain D. said:

AFAIK blockmap overflow has nothing to do with level detail. It is only dependent on a map size.

 

As for detailing, there is a limited number of linedefs, vertices and so on, you can put in a Doom map format. If I remember correctly it is something around 65 000.

From my experience linedefs end firsts(after sidedef compression).

The blockmap overflow problems is basically caused by there being too many / too long linedefs in the map. Every linedef in a 128x128 block adds 2 bytes, before the compression. The overflow is the result of the total size, header + blocks + lists. Most of the time, the lists will be the majority of this data.

This is something I plan to address in my guide. I've already started writing it a few days ago.

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