View distance change in Zandronum?
- Vincent(PDP)
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View distance change in Zandronum?
I've got a problem... I've made a map for the mod Zombie Horde, and the map contains alot of 3D floors and it's quite big.
Because the outside areas are so large I would need a script or something for fixing the "render distance" or some other solution that
can prevent Zan from rendering too much in the large areas. Due to it's size it's lagging quite bad to some players.
Splitting the areas are also possible to me, as long as it's almost not noticable.
Here you can have a look at it for yourself:
http://www.mydoomsite.com/WADS/ZM10update30.zip
Because the outside areas are so large I would need a script or something for fixing the "render distance" or some other solution that
can prevent Zan from rendering too much in the large areas. Due to it's size it's lagging quite bad to some players.
Splitting the areas are also possible to me, as long as it's almost not noticable.
Here you can have a look at it for yourself:
http://www.mydoomsite.com/WADS/ZM10update30.zip
RE: View distance change in Zandronum?
make the lines through which you cannot see behnid one sided.
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- Vincent(PDP)
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RE: View distance change in Zandronum?
Thanks, but can you explain a bit please? I don't really understand what you mean.
RE: View distance change in Zandronum?
try and open a map, pretty much any, and find a sector that is inside another one and doubbleclick one of the lines. There will be a flag called doubblesided or something similar. Try unchecking it and see what happens.
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there
RE: View distance change in Zandronum?
Making one-sided lines and buildings is the only solution. There is no way to change rendering distance. Zdoom doesnt look forward to implement this feature either.
RE: View distance change in Zandronum?
There is no "view distance". In this engine, it's infinite. (That's why visplane overflows used to happen.)Vincent(PDP) wrote: I've got a problem... I've made a map for the mod Zombie Horde, and the map contains alot of 3D floors and it's quite big.
Because the outside areas are so large I would need a script or something for fixing the "render distance" or some other solution that
can prevent Zan from rendering too much in the large areas. Due to it's size it's lagging quite bad to some players.
As I explained in the other thread, 3D floors do not "block" rendering rays AFAIK, and neither do 2-sided ledges and doors. You need solid sectorless shapes (which should look like solid 1-sided lines in Doom Builder) that will look like "pillars" in your big open space and prevent objects in the far distance from needing to be rendered at all times.
It might be ugly, but obscuring portions of the player's view with 1-sided infinite-height walls is really the only way to ensure that the amount of CPU required to render the player's view doesn't get too ridiculous. There are ways to "disguise" these pillars if you're clever enough. I think Epic 2 did it in a few maps.Vincent(PDP) wrote: Splitting the areas are also possible to me, as long as it's almost not noticable.
Last edited by Ænima on Tue Jun 10, 2014 9:26 pm, edited 1 time in total.
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Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

- Vincent(PDP)
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RE: View distance change in Zandronum?
So using non-sector shapes or changing the sector's lines to one sided are the only options?
I can try the changing of the lindefs, but the other one will be harder, due to it's built from real life.
I can try the changing of the lindefs, but the other one will be harder, due to it's built from real life.
- Dark-Assassin
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RE: View distance change in Zandronum?
I believe that this is where Vavoom was more superior, with it's full 3D world.


