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View distance change in Zandronum?

Posted: Tue Jun 10, 2014 5:13 pm
by Vincent(PDP)
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

RE: View distance change in Zandronum?

Posted: Tue Jun 10, 2014 5:37 pm
by Klofkac
make the lines through which you cannot see behnid one sided.

RE: View distance change in Zandronum?

Posted: Tue Jun 10, 2014 8:13 pm
by Vincent(PDP)
Thanks, but can you explain a bit please? I don't really understand what you mean.

RE: View distance change in Zandronum?

Posted: Tue Jun 10, 2014 8:19 pm
by Lollipop
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.

RE: View distance change in Zandronum?

Posted: Tue Jun 10, 2014 9:07 pm
by Zeberpal
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?

Posted: Tue Jun 10, 2014 9:24 pm
by Ænima
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.
There is no "view distance". In this engine, it's infinite. (That's why visplane overflows used to happen.)

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.
Vincent(PDP) wrote: Splitting the areas are also possible to me, as long as it's almost not noticable.
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.

RE: View distance change in Zandronum?

Posted: Tue Jun 10, 2014 10:57 pm
by Vincent(PDP)
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.

RE: View distance change in Zandronum?

Posted: Wed Jun 11, 2014 3:50 am
by Dark-Assassin
I believe that this is where Vavoom was more superior, with it's full 3D world.