> I think you got it. I found that Doomsday has issues with the way
> certain levels are built. If the regular nodes are screwed up, for
> example, I found that ZDoom can usually work around it and it still
> works while JDoom errors out. It is supposed to be able to build GL
> nodes on the fly but I found that its internal node builder craps out if
> the regular nodes have errors.
>
> I would just rebuild nodes using glbsp. It will rebuild standard nodes
> too, getting rid of any errors that might mess up JDoom. Glbsp is much
Thanks Dudes.
I have been quite active on SourceForge.
I have entered this as bug with JDoom. But FYI, with earlier versions of
JDoom, it had no problems playing Reqieum, so it must be something that
has
changed within the past few versions. I know this as I was happily playing
this combination on a Win2000 PC until the hard disk died and entered disk
heaven :-(
It would be nice to edit the major WADs and fix all the things the node
builders gripe about, contact the authors and see if the "fixed" WAD can
be
redistributed in place.
I have also entered some bug re****ts with glBSP 2.05, the node builder
that
comes with Doomsday 1.7.15 and 1.8.0.
glBSP 2.05 fails with Hexen. You cannor warp to level 10 "Wastelands".
JHexen bombs out. However, the earlier version of glBSP (2.00) is fine.
glBSP 2.00 and 2.05 create a hall-of-mirrors effect and missing walls on
level 2 "Seven ****tals", just inside the 2nd door on left going to
"Guardian
of Ice". Turn around and examine floor and ceiling of the door area to the
right.
glBSP 2.00 and 2.05 also fail with Alien Vendetta to build level 20
"Mishri
Halek". One of the greatest levels visually. Granted it has above 55000
nodes. But I have no problem playing it under vanilla Doom or watching a
demo version of it.
I would be interested in any opinions of all this.
S


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