Difference between revisions of "Limit removing"

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A '''limit removing source port''' is a [[source port]] which removes the [[bugs|static limits]] inherent in [[Vanilla Doom]].
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In regard to the [[Doom engine]], '''limit removing''' refers to increasing or removing [[static limits]] inherent in the original executables and the [[Doom source code]], which can be considered [[Engine bug|bugs]] by players or [[WAD]] designers.
  
Level authors sometimes describe their levels as requiring a limit removing source port.  Essentially, this means that the level uses no features which are not present in [[Vanilla Doom]].  However, the level must still be run in a source port, typically because the level is too detailed to run in Vanilla Doom: the limits in Vanilla Doom mean that the game will crash if this is attempted.  Because the level uses no non-Vanilla features, players are free to use their preferred port to play the level (provided it removes the needed limits).
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WAD designers sometimes describe their levels as requiring a limit removing engine.  Essentially, this means that the level uses no features which are not present in the [[Wikipedia:Vanilla software|vanilla]] Doom engine.  However, the level must usually still be run with a [[source port]], typically because the level is too detailed or large to run using the standard executables, as with it the game will eventually or immediately terminate or crash, or suffer from visual glitches or other anomalies.  Because the level does not use any extra features not available in the unmodified engine, players are free to use any of the many engines that raise Doom's inherent limits.
  
The key limitations required in a limit removing source port are usually those of [[Visplane overflow]], the [[Venetian blind crash]] and the [[Visible sprites limit]].
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The term "limit removing" is not entirely accurate, however, as limits are not always completely removed due to format requirements and other considerations, and different engines raise the limits to different degrees. In many cases "limit removing" corresponds with or implies the limit extensions or removals of the [[Boom]] engine, although newer source ports have raised various limits even further, and even the original executables can be hacked to allow higher limits (see [[Doom-plus]]).
  
 
For a list of limit-removing source ports, see [[:Category:Limit removing source ports]].
 
For a list of limit-removing source ports, see [[:Category:Limit removing source ports]].
  
 
[[Category:Limit removing source ports|*]]
 
[[Category:Limit removing source ports|*]]

Revision as of 12:25, 18 October 2010

In regard to the Doom engine, limit removing refers to increasing or removing static limits inherent in the original executables and the Doom source code, which can be considered bugs by players or WAD designers.

WAD designers sometimes describe their levels as requiring a limit removing engine. Essentially, this means that the level uses no features which are not present in the vanilla Doom engine. However, the level must usually still be run with a source port, typically because the level is too detailed or large to run using the standard executables, as with it the game will eventually or immediately terminate or crash, or suffer from visual glitches or other anomalies. Because the level does not use any extra features not available in the unmodified engine, players are free to use any of the many engines that raise Doom's inherent limits.

The term "limit removing" is not entirely accurate, however, as limits are not always completely removed due to format requirements and other considerations, and different engines raise the limits to different degrees. In many cases "limit removing" corresponds with or implies the limit extensions or removals of the Boom engine, although newer source ports have raised various limits even further, and even the original executables can be hacked to allow higher limits (see Doom-plus).

For a list of limit-removing source ports, see Category:Limit removing source ports.