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Support for extended nodes #43

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plumsinus opened this issue Sep 3, 2014 · 3 comments
Closed

Support for extended nodes #43

plumsinus opened this issue Sep 3, 2014 · 3 comments

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@plumsinus
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A "risky" request as you might say: support ZDBSP (and maybe DeePSea) extended nodes, to allow gigantic maps like in http://www.doomworld.com/vb/post/1301335 to be played. (ignore that that wad has other problems...)

Info about ZDoom's nodes are at http://zdoom.org/wiki/Node#ZDoom_extended_nodes. Don't know about DeepSea but I'm sure there are details somewhere. I know PrBoom+ supports both kinds of extended nodes as long as they're uncompressed.

@fabiangreffrath
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My major concern with this request is that maps containing such extended nodes are expected to be run on ZDoom (or maybe PrBoom+) anyway and as such might have additional requirements to the engine (e.g. Boom support) that Crispy cannot fulfil.

@plumsinus
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Fair enough, and truthfully, I can't think of any maps offhand that don't work in Crispy Doom right now but would work if only extended node support is added. Such a thing is possible and there are probably a few maps in existence that fix this criteria, but I can't imagine there are many.

@fabiangreffrath
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Actually, it seems that adding support for DeepBSP nodes is nearly trivial. It only required to exchange some variable types in the existing functions. ZDBSP nodes, however, are a different story. they are stored in an entirely different format. But, in the end, the code is all there and I could simply copy&paste it from e.g. PrBoom+.

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