BSP is a popular Doom node builder used to create gaming environments.
The features of BSP include its ability to support a number of special effects, multi-level WADs, and to preserve non-level data in WADs. It also includes an optional alternative algorithm for choosing nodes, which reduces the chance of visplane overflows. Further, it provides optional support for compressing the blockmap and can be compiled on DOS, Win32, Linux, and UNIX systems. It also supports big endian & 64-bit systems.
Usage of the software requires the input WAD file, which can contain any number of levels and other lumps, and the output WAD file, which can be the same as the input WAD file. The input WAD file undergoes excavation of nodes and other associated data for every level in the WAD file. The output file is written to a temporary file while BSP is operating, and it will only overwrite the output file after completing the task.
This release of BSP addresses problems with 64-bit systems and compile-time issues on big-endian systems. Other options of BSP include selecting nodeline selection algorithms and block-map generation algorithms. The traditional option is most suitable for most standard Doom levels, while the vis-plane algorithm is designed to minimize vis-plane overflows which may be useful in some cases. The default blockmap generation algorithm generates a simple and correct blockmap, while the newer algorithm creates compressed blockmaps that are untested but may be superior. Upon running the software, the '-q' option enable the software to run quietly, only printing output for errors and warnings. The end-users can also utilize the '-factor nn' option, changing the weighting applied when a choice of nodeline requires other lines to be split.
Version 5.2: N/A