diff --git a/zdbsp.h b/zdbsp.h index b8f74d7..339af7a 100644 --- a/zdbsp.h +++ b/zdbsp.h @@ -16,7 +16,7 @@ typedef __int32 int32_t; #include #endif -#define ZDBSP_VERSION "1.14" +#define ZDBSP_VERSION "1.15" enum EBlockmapMode { diff --git a/zdbsp.html b/zdbsp.html index 5c670fc..c20d4c8 100644 --- a/zdbsp.html +++ b/zdbsp.html @@ -114,10 +114,14 @@
--compress or -z
Compresses the node information. Compressed nodes take up less space than - uncompressed nodes, and they are also the only way to save nodes with more than 65535 segs. - If GL nodes are built, they will be compressed as well.
+ uncompressed nodes, they are the only way to save nodes with more than 65535 segs, and + they also have higher vertex precision than normal nodes, reducing the possibility + of slime trails. If GL nodes are built, they will be compressed as well.
--compress-normal or -Z
This is exactly like the previous option, except GL nodes will not be compressed.
+
--extended or -X
+
Creates extended nodes. This is exactly like --compress, except the resultant nodes + are uncompressed.
--empty-blockmap or -b
This option writes a zero-length BLOCKMAP to the wad. As of this writing, ZDoom