Editing Visplane overflow

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The '''visplane overflow''' (often abbreviated to '''VPO''') is a fatal error that occurs in [[vanilla Doom]] when there are more than 128 unique floor and ceiling surfaces (''visplanes'') on the screen simultaneously.
 
The '''visplane overflow''' (often abbreviated to '''VPO''') is a fatal error that occurs in [[vanilla Doom]] when there are more than 128 unique floor and ceiling surfaces (''visplanes'') on the screen simultaneously.
  
Laying out a floor in a checkerboard pattern of alternating floor textures is the simplest way of triggering a visplane overflow. The demonstration level {{idgames|file=levels/doom/g-i/gridwad|title=GRID1212.wad|linkonly=1}} from April 1994 contains the earliest documented example of this (along with correspondence with id reporting the problem), although in earlier versions of the engine a [[hall of mirrors effect]] was triggered instead of a crash.
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Laying out a floor in a checkerboard pattern of alternating floor textures is the simplest way of triggering a visplane overflow. The demonstration level {{idgames|file=levels/doom/g-i/gridwad.zip|title=GRID1212.wad|linkonly=1}} from April 1994 contains the earliest documented example of this (along with correspondence with id reporting the problem), although in earlier versions of the engine a [[hall of mirrors effect]] was triggered instead of a crash.
  
 
[[BSP (node builder)|BSP v2.2]] added features to detect and prevent visplane overflows, by changing how [[subsector]]s are laid out. It used a heuristic which was based on guesses about the true causes of visplanes, and which was tested against actual [[WAD]]s, in some cases positively identifying the exact location the player would need to be to cause a visplane overflow. When the exact cause of visplane overflows was found and fixed -- after the release of the Doom source code -- BSP v3.0 removed the code which attempted to guess about them, and left only the code which helped prevent them from affecting earlier versions of Doom.
 
[[BSP (node builder)|BSP v2.2]] added features to detect and prevent visplane overflows, by changing how [[subsector]]s are laid out. It used a heuristic which was based on guesses about the true causes of visplanes, and which was tested against actual [[WAD]]s, in some cases positively identifying the exact location the player would need to be to cause a visplane overflow. When the exact cause of visplane overflows was found and fixed -- after the release of the Doom source code -- BSP v3.0 removed the code which attempted to guess about them, and left only the code which helped prevent them from affecting earlier versions of Doom.

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