ZDBSPA stand-alone version of ZDoom's internal node builder | |
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ZDBSP Tags
- builder node connection node create node OpenView Network Node renderTransform node access node compress node NUMA node node indentation node builder fix map error map error fixer map error focus node node Class AST node text node nhetwork node network node processing node radio node node representation node process capacity node process node simulation stand-alone desktop version node 32 antivirus node 32
ZDBSP Description
The ZDBSP application was designed to be a stand-alone version of ZDoom's internal node builder. This node builder was written with two design goals in mind: - It must be fast. The original node builder was just going to be used to fix map errors in ZDoom. After adding GL nodes support, ZDoomGL also started using it as a preprocessing step for any maps without existing GL nodes. In both cases, the node builder needed to be quick in order to minimize the time the user was forced to wait before playing a map. - Polyobject bleeding must be minimized. The node builder was tested with the standard Hexen maps and several user maps, and it has been able to prevent bleeding on all properly-formed maps. (Note that it is impossible to prevent polyobject bleeding in all circumstances. See the polyobjects section below for rules you should follow for best results.) ZDBSP supports several command line options to affect its behavior. If you forget what they are, you can view a quick summary of them by running ZDBSP without any options. They are also listed below in more detail than the listing ZDBSP provides. Note that these options are case-sensitive, so -r is not the same thing as -R. You can use either the long form of an option or the short form depending on your preference.
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