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# The pain of it all

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I decide to give glBSP a try as I've become fed up with trying to figure it out myself. glBSP is THE BOMB, I really should have tried it out sooner. Within about two hours after installing it the rendering was sub-sector(SSECT)/segment(SEG) based, just the way Satan intended. So the floor/ceiling cracks and holes are history and we won't be hearing anything else about that, finally. Unfortunatly my wall code was line(LINEDEF) based and switching it to segments has only caused a whole crapload of rendering issues.

I haven't quite figured out the BSP tree yet, but I did start on the quadtree. I
won't be using BLOCKMAP that comes with each level, because it only contains LINEDEFs and doesn't really do what I want. Each quad will contain whatever subsectors and segments are contained in it. Since glBSP adds "minisegs" which are just boundaries between sub-sectors it makes it easier to check whether the player has just changed sectors or has hit a wall( a normal segment ).

Here's some of the quad tree for MAP01. I used MAP01 because you can reference it with the older images and see the new segments/lines introduced by glBSP.

Right now the width/height of each quad is 64, but I can easily change it. The ones used in vanilla DOOM had a height/width of 128.

I added back in PWAD loading, I had to take out the THING code so there are no monsters or items in these shots. Both pictures are from Slayer MAP01.

## Recommended Comments

God damn it KAM, all this DOOM.net is making me e-hornay.

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Looking very sweet.

Quick question, though - Once you've finished porting it, are you gonna improve it in anyway, adding mouselook or a nicer lighting system, or something like that?

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Axiom might really be interested in a C# port of glBSP....

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Quote:
 Original post by mattd God damn it KAM, all this DOOM.net is making me e-hornay.

Then do some e-fapping, ya horny bastard.

Quote:
 Original post by SamuelRS Looking very sweet. Quick question, though - Once you've finished porting it, are you gonna improve it in anyway, adding mouselook or a nicer lighting system, or something like that?

It's not really a port, but I won't get into that here. As to your question I may add some fancier things, but I am still unsure as to what they may be(since the game/engine is only partially done). There are some options though like jumping and mouselook that I plan to add for online compatibility with SkullTag. Also anything I do add on top on vanilla DOOM will be optional, with the game by default using the original settings.

Quote:
 Original post by Rob Loach Axiom might really be interested in a C# port of glBSP....

I never said I ported glBSP. I simply run glBSP when a WAD file is loaded and the .gwa file(the glBSP WAD files) aren't found.

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Ok, cool

If and when you do release Doom.net are you going to need to have the original Doom game? For legal reasons, or running the actual application?

Also, am I right in saying that the original Dooms are now freeware, so there won't be a problem in getting the Doom game, if it is needed ('cause I don't see it for sale anywhere).

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Quote:
 Original post by SamuelRS Ok, cool If and when you do release Doom.net are you going to need to have the original Doom game? For legal reasons, or running the actual application? Also, am I right in saying that the original Dooms are now freeware, so there won't be a problem in getting the Doom game, if it is needed ('cause I don't see it for sale anywhere).

Like with the other source ports you're going to need the WAD files( the actual game data ), DOOM.Net will simply replace the normal executable.

Only the shareware episode is free( which comes with the last offical DOOM version, DOOOM95 ). Ultimate DOOM, DOOM II and Final DOOM are still for sale on the ID website. You could probably find a copy of the DOOM collectors editon for like $5-$10 if you really looked.

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