All known vanilla Doom limitations - is there a place online I can find a list of them, with info/explanations?

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Re: All known vanilla Doom limitations - is there a place online I can find a list of them, with info/explanations?

by Gez » Sun Jun 10, 2018 22:01

I don't think there's a more exhaustive list anywhere else. There is no static limit on the number of thinkers, it uses a linked list for them instead of an array.

You may want to try asking on Doomworld why your map glitches.

All known vanilla Doom limitations - is there a place online I can find a list of them, with info/explanations?

by Davitch » Sun May 27, 2018 8:03

Hey all,

Anyone know of list of all vanilla Doom engine/mapping limitations with detailed information existing anywhere? So far I can only really find these:

https://doomwiki.org/wiki/Static_limits

https://doomwiki.org/wiki/Vanilla_Doom_ ... _reference

...and some forum threads on the topic here and there. I am currently specifically wondering about sector special/lighting effect limits in a map. I have a map I'm working on (In this thread here: viewtopic.php?f=12&t=7698) that has a ton of sector specials, specifically a LOT of sector effect 16 - 10% or 20% damage. The map seems to (last I checked) have a certain area with the 17 flickering fire special that doesn't work in vanilla or Chocolate Doom (the area with the Baron of Hell, chainsaw and torches on pillars, textured with marble/GSTONE/viney textures), and I think I have exceeded an engine limitation in that regard. So I'm wondering, what are the limitations for sector specials and lighting effects that I should take into consideration when designing a map for vanilla compatibility? Any vanilla Doom gurus or others who know about it, please let me know. Thanks.

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