Raw model (for completeness)
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"added": "2018-04-15 00:22:22",
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"added": "2018-04-15 00:22:22",
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"contents": "This is BSP version 2.3 dos extended, written by Colin Reed, Lee Killough\n\nPlease send all comments and/or questions about BSP to Lee Killough\n(killough@rsn.hp.com).\n\n-----------------------------------------------------------\nChanges in 2.3x:\n\nLee Killough 2/98:\n\nFixed a minor bug which caused textures to bleed sometimes.\nThanks to Jonathan Campbell (joncamp@tiac.net) for finding it.\n\nSwitched from djgpp v1.12 to v2.01.\n\nLinux builds now supported (thanks to Andre Majorel for the port).\n\nPossible future enhancement:\n\n>64K blockmap support (requires changes in Doom source code as well).\n\n-----------------------------------------------------------\nChanges in 2.2x:\n\nLee Killough 10/97:\n\nAdded -vp option to reduce the chances of visplane overflows, without loss\nof detail. Using -vp causes node line picker to choose node lines in a way\nthat is empirically known to reduce or eliminate visplane overflows (see\nvisplane.txt). No guarantees, though!!!\n\nAdded -vpwarn option to warn about possible visplane overflows (see\nvisplane.txt).\n\n-vpmark option also added, which leaves permanent marks in the form of player\n1 starts. It's a good idea to write to a separate output file when using this\noption!!! You can then use an editor, play each alternate player start, and\nsee if each one causes visplane overflows, and then remove it. Usually no-\nclipping must be used, at least to step out from the wall, since it inserts\nplayer starts without regard to collisions, and it uses walls as a basis for\nvisplane calculations.\n\nAdded -noreject option, to allow building nodes without messing up an\nalready-built reject map.\n\nAdded -thold option to change the visplane threshold. May be used to report\nmore potential visplane overflows if the -vpwarn or -vpmark approximations\nestimate too few visplanes. Default threshold is 128.\n\nChanged the way level markers in the lump directory are handled, to\naccomodate DCK3.61, EdMap, and perhaps other editors. Some editors, such\nas DCK3.61, do not always set the length field in a level marker to 0, and\nEdMap requires that the offset field in a level marker be equal to the\noffset of the first resource.\n\n-----------------------------------------------------------\nChanges in 2.1x:\n\nLee Killough 06/97\n\nFixed design bug which caused invisible barriers or disappearing Things.\nProblem was in how segs incident to a partitioning node line were\npartitioned -- they were partitioned according to sidedef, rather than\nvertex, orientation w.r.t. the node line. Flipping the affected seg's\nlinedef usually fixed the problem. Now an incident seg is properly\npartitioned either on the left or right side of a node line depending\non whether the two segs are in the same direction or not, not whether\nthey are both flipped or not.\n\nAdded special effects features:\n\nIf a linedef has a sector tag >= 900, then it is treated as \"precious\"\nand will not be split unless absolutely necessary. This is good to use\naround borders of deep water, invisible stairs, etc.\n\nFurthermore, just for grins, if the linedef's tag is 999, then the sidedefs'\nx-offsets set an angle adjustment in degrees to be applied -- you can look\nstraight at a wall, but it might come right at you on both sides and\n\"stretch\".\n\n-----------------------------------------------------------\n\nNew to 2.0x:\n\nMultilevel support!!! Automatically builds all levels in wad.\n\nDoes not strip textures or other lumps from wads anymore!!!\n\nSupports HOM-free transparent doors:\n\n Simply make the sector referenced by the doortracks have a\n sector tag of >= 900. No need to remember sector numbers\n and type them in on a command line -- just use any sector\n tag >= 900 to permanently mark the sector special.\n\n See TRANSDOR.WAD for an example of sector tags in the 900's\n being used to create HOM-free transparent door effects.\n\n-----------------------------------------------------------\n\nChanges from 1.4x to 1.5x:\n\nReplaced GO32.EXE with newer version, to support Windows\nand DPMI.\n\n-----------------------------------------------------------\n\nChanges from 1.3x to 1.4x:\n\nLee Killough:\n\nFixed bug which caused BSP to \"do nothing\" on systems where\nGO32.EXE was not in the user's path.\n\nAdded -factor option to allow changing the heuristic used by the\nnode picker. Factor can be any positive integer, and the larger\nthe factor, the more costly seg splits are. A factor of 17 is the\ndefault and behaves just like earlier versions of BSP. Changing the\nfactor can sometimes prevent visplane overflows in wads. But then\nagain, some wads have just too many visible 2s linedefs for the\nnode builder to make a difference. If you have visplane overflows,\nexperiment with the -factor option before giving up.\n\n-----------------------------------------------------------\n\nChanges from 1.2x to 1.3x:\n\nNew version due to performance enhancements by Lee Killough\n(killough@rsn.hp.com).\n\nRuns at least 3 times as fast as before, due to changes in PickNode.\nSame results are obtained, but with greater speed. Differences from\n1.2x:\n\n PickNode() rewritten to maximize performance. New PickNode()\n algorithm features pruning strategy which allows inner loop\n to exit as soon as a seg is detected as being worse than the\n best so far.\n\n All floating-point arithmetic inside inner loop has been eliminated.\n\n GetVertexes() changed and Reference() removed, replaced with a\n faster vertex renumbering algorithm which also removes lines of\n length zero.\n\n IsLineDefInside() tuned by eliminating bit mask variable.\n\n Functions are static, to reduce code size by permitting total\n inlining.\n\n Various other minor performance enhancements\n\n-----------------------------------------------------------\n\nChanges from 1.1 to 1.2x:\n\nNew version 1.2 due to bug found by Mark Harrison that caused some\nproblems with flipped segs having their textures buggered up.\n\nThe GO32 dos extender has been pre-pended to the executable.\n\n-----------------------------------------------------------\n\nThis builds a BSP node tree for your DOOM wad files.\n\nUsage:\n\nBSP [-factor nnn] <input file> [<output file>]\n\nIf no output file is specified 'tmp.wad' is written.\n\n-----------------------------------------------------------\n\nThis ZIP includes the fullly commented source code for all you\nDoom editor/utility writers out there.\n\n-----------------------------------------------------------\n\nA known problem is a conflict between the GO32 dos extender\nand QEMM's DPMI... put 'set GO32=nodpmi' in your autoexec.bat\nto avoid problems.\n\n-----------------------------------------------------------\n\nFuture enhancements (possibly, depending on demand):\n\n* Ability to specify level(s) to build separately\n\n* Reject map build"
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"metadata": {
"title": null,
"music": null,
"source": "marker"
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