Version 1.0.2 by Marc Rousseau
BACKGROUND |
The .zip file contains a fully functional BLOCKMAP, NODES, and REJECT builder for DOOM .WAD files. ZenNode will rebuild either a single level or all the levels in a .WAD file. This version will accept either DOOM, DOOM II, Heretic, and/or HEXEN .WADs. Try it out. Let me know what you think. |
DESCRIPTION |
As it completes a resource, ZenNode will print information indicating the results. When a BLOCKMAP is completed, it will display the new/old size of the block map and a percentage of the block map that is actually used by the map. After it rebuilds the BSP tree, it will display the number of new/old NODES and SEGS that it created along with the original numbers. For the REJECT resource, it displays the new and old efficiencies (higher numbers mean less work for the game engine at run time). |
NEW FEATURES |
Version 1.0.2:
Bug fix release - Fixed a bugs introduced in 1.0.1 that stopped chages from being written to disk. Also added feature to stop special effects in the REJECT structure from being destroyed by accident.Version 1.0.1: Bug fix release - Fixed several bugs related to handling larger and invalid levels.Version 1.0: All of the source code is now included.Version 0.99: The memory requirements for ZenNode have been reduced. In some cases, ZenNode now requires significantly less memory (up to 3M less!) to rebuild the BSP tree. A minor change was made to the REJECT algorithm to handle maps that are large (i.e.: maps that cover a large area).Version 0.98: ZenNode will now build a REJECT resource! Given a valid .wad file, ZenNode will conduct a complete set of line-of-sight (LOS) calculations for every sector in the map. There are several methods currently in use to create a REJECT resource: distance, # of intervening sectors, sampling, and 'perfect' testing. The first two base the results solely on distances without regards to solid walls and LOS but are relatively fast. The third tests several points along two linedefs and bases it's decision on the results. This results in a more accurate resource than the first two methods, but may miss a valid LOS if the test points aren't chosen correctly or too few are used. However, the more points that are used, the slower this method runs (it slows down exponentially as the number of test points increases). The fourth is the most accurate (and the one used in ZenNode). It attempts to look at all of the intervening solid lines and find a LOS if one exists. This exhaustive test can be slow at times, but as usual, things may speed up in the future... ;)Version 0.97a: IMPORTANT BUG FIX: ZenNode now handles the case where a fully qualified pathname to the input .WAD is specified on the command line for a .WAD file in the current directory. Previous versions would not handle this case properly and would create invalid .WAD files.Version 0.97: You can now extract the maps to a new PWAD file. From the command line, use the -x switch to indicate that the specified levels are to be extracted to a separate PWAD file. This feature can be used to extract any map(s) without modifying them by turning off all the other options (i.e.: -b- -n-).Version 0.96: Support for 'special effects' has been improved. Using the -nu switch, you can affect the creation of sub-sectors. What this means (for those of you who don't know/care what a sub-sector is) is that you can get most of the special effects to work in your .WAD file. By default all sub-sectors are unique. This works with most special effects (i.e.: deep-water, invisible stairs, ...). If the effect you're trying to achieve doesn't work, try turning off this feature with -nu-. This works for other effects, such as light striking a wall from no visible source (different sector).Version 0.95: Support for Hexen has been added. This has been largely untested, but a quick test of the hexen.wad file seems to be working. So, as soon as you get your favorite WAD Editor to support Hexen, ZenNode will be ready! |
REQUIREMENTS |
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ACKNOWLEDGMENTS |
Heretic & HEXEN were developed by Raven Software for id Software.
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DISCLAIMER |
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