Difference between revisions of "Talk:Strife: Veteran Edition"

From DoomWiki.org

(Vertex counts: Being a perfectionist again :P)
 
(Vertex counts)
Line 1: Line 1:
 
==Vertex counts==
 
==Vertex counts==
 
Should the vertex counts of SVE levels 35-38 include the effect of OpenGL node building? Thing, linedef, sidedef and sector counts seem to be okay with the current values, but I don't know how GL_VERT affects the total vertex count of a level. I noticed the lump after saving the changes yesterday. --[[User:Jartapran|Jartapran]] ([[User talk:Jartapran|talk]]) 11:41, 11 July 2015 (CDT)
 
Should the vertex counts of SVE levels 35-38 include the effect of OpenGL node building? Thing, linedef, sidedef and sector counts seem to be okay with the current values, but I don't know how GL_VERT affects the total vertex count of a level. I noticed the lump after saving the changes yesterday. --[[User:Jartapran|Jartapran]] ([[User talk:Jartapran|talk]]) 11:41, 11 July 2015 (CDT)
 +
If you start down that road, there's also the issue of SVE adding GL nodes for all the vanilla maps in the game... And that's not all! What about maps with ZDBSP extended nodes, where the node vertices are fully separate from the rest? [[ZDCMP2]] is a good example since it's UDMF, but there's also [[Vela Pax]] for example which, despite being in Boom format, uses ZDBSP nodes because it's just that big. IMHO it'd be better to only count "real" vertices and maybe put the extra vertices in a separate "node data" table which would also list the number of nodes, subsectors, and segs, but I admit to have zero willingness to perform the work such a change would require. :p --[[User:Gez|Gez]] ([[User talk:Gez|talk]]) 13:49, 11 July 2015 (CDT)

Revision as of 13:49, 11 July 2015

Vertex counts

Should the vertex counts of SVE levels 35-38 include the effect of OpenGL node building? Thing, linedef, sidedef and sector counts seem to be okay with the current values, but I don't know how GL_VERT affects the total vertex count of a level. I noticed the lump after saving the changes yesterday. --Jartapran (talk) 11:41, 11 July 2015 (CDT) If you start down that road, there's also the issue of SVE adding GL nodes for all the vanilla maps in the game... And that's not all! What about maps with ZDBSP extended nodes, where the node vertices are fully separate from the rest? ZDCMP2 is a good example since it's UDMF, but there's also Vela Pax for example which, despite being in Boom format, uses ZDBSP nodes because it's just that big. IMHO it'd be better to only count "real" vertices and maybe put the extra vertices in a separate "node data" table which would also list the number of nodes, subsectors, and segs, but I admit to have zero willingness to perform the work such a change would require. :p --Gez (talk) 13:49, 11 July 2015 (CDT)