What is the point of the map reject table?

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N30N
 
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What is the point of the map reject table?

#1

Post by N30N » Sun Jun 28, 2015 11:49 am

I recently decided to see if a map can run without the map reject table, and it can.

So I'm curious as to what it does and if I even need it in my maps. Because UDMF maps take up alot of space.

(I deleted it from a map in hellbound incase you're curious.)

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Ænima
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RE: What is the point of the map reject table?

#2

Post by Ænima » Sun Jun 28, 2015 12:14 pm

http://zdoom.org/wiki/REJECT


It basically determines which lines a monster can "see" through. The wiki says you can delete it and your map will still run.
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RE: What is the point of the map reject table?

#3

Post by TehRealSalt » Sun Jun 28, 2015 2:57 pm

Yep, as Ænima said, you can delete it and it'll run properly. REJECT is outdated and, while ZDoom will use it if it's there, the map will run without it. ZDoom now uses a more efficient BLOCKMAP-based algorithm for monster LoS, so you can remove it without affecting anything.

The only time you would want to keep it is if you have insane amounts of monsters in your level, as then it can improve performance (albeit only slightly). Other than that, feel free to remove it.

EDIT: Speaking of which, if you want to save even more space, you could delete the BLOCKMAP lump. ZDoom (and some other modern source ports) comes with a BLOCKMAP generator, so it'll make it for you when you load it. However, if you have a large map you might want not want to, as bigger maps take longer to generate the lump.
Last edited by TehRealSalt on Sun Jun 28, 2015 3:07 pm, edited 1 time in total.
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N30N
 
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RE: What is the point of the map reject table?

#4

Post by N30N » Sun Jun 28, 2015 3:26 pm

Alright then, thank you both.

I'll probably keep it in for a bit, but if the mod i'm working on (super-secret .-.) gets 50MB-ish I guess I'll just remove those two lumps.
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RE: What is the point of the map reject table?

#5

Post by Empyre » Sun Jun 28, 2015 6:10 pm

Are those lumps really big enough to make a noticeable difference in the file size? I bet the majority of that 50 MB is not the maps, even including REJECT and BLOCKMAP. I've seen mods with no maps at all that were larger than 50 MB.
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RE: What is the point of the map reject table?

#6

Post by N30N » Sun Jun 28, 2015 7:33 pm

Hellbound for example is a vanilla megawad with mostly it's maps taking up space (58 MB in total).
I removed blockmap and reject from all of it's maps and it's file became about 15 MB smaller, so there is a diffrence.

Not to mention the thing i'm working on is a mappack with vanilla stuff (well excluding the textures that take about a meg or two).
Last edited by N30N on Sun Jun 28, 2015 7:37 pm, edited 1 time in total.
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Ivan
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RE: What is the point of the map reject table?

#7

Post by Ivan » Sun Jun 28, 2015 9:11 pm

Reject is a rather deprecated lump file for the recent map formats. It really only makes a difference (and may even be necessary) for the vanilla map types. (Doom, Doom2, Boom types maybe)
Last edited by Ivan on Sun Jun 28, 2015 9:11 pm, edited 1 time in total.
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RE: What is the point of the map reject table?

#8

Post by Watermelon » Mon Jun 29, 2015 12:18 am

N30N wrote: I recently decided to see if a map can run without the map reject table, and it can.

So I'm curious as to what it does and if I even need it in my maps. Because UDMF maps take up alot of space.

(I deleted it from a map in hellbound incase you're curious.)
IIRC some vanilla maps modified the reject for cool effects.

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