Jayextee Posted October 27, 2000 I, too have suffered at the wrath of Doom`s limit to visible linedefs. But, I want to know is there a way to find out whether you`re in danger of `overflowing` - *without* finding out the hard way - and then deleting a load of sectors that were no use, but made the thing `look nice`. Does an editor have this function? 0 Share this post Link to post
Jayextee Posted October 27, 2000 I`m actually thinking of all those low-budget PC-owning people out there who are mainly limited to just your regular Doom2 when I edit levels. Like myself. It`s no use actually getting a source port I maybe can`t run. 0 Share this post Link to post
Guest spacedog Posted October 28, 2000 there is a source port (mbf or smmu) which happily runs in dos and you can set it so that when it detects a VPO, instead of crashing a warning sign pops up in the corner of the screen 0 Share this post Link to post
Guest Fanatic Posted October 28, 2000 If you can't find an editor that shows visplane overflow problems (I don't know of any that can), use BSP 2.3 to compile your maps, and pass the -vp, -vpwarn, and -vpstart tags to detect them. Here's what they mean (from passing bsp -help): -vp Attempts to prevent visplane overflows -vpwarn Warns about potential visplane overflows -vpmark Marks visplane overflows with player starts -thold <nnn> Threshold for visplane overflow (default 128) This should help a good bit. 0 Share this post Link to post
Quasar Posted November 15, 2000 SMMU includes a real-time visplane overflow detector, but it is only approximate, and if it fails to appear in a complex area one should not assume its 100% free of VPO's in the original engine. 0 Share this post Link to post
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