GZDoom Builder 2.3

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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

SanyaWaffles wrote:There's a bug I noticed in GZDoom Builder.
Fixed in r2228. It was the case of incorrectly unwinding the MemoryStream after not finding the tint ammount.
smoke_th wrote:If we gonna go as far as this, why not start with initial visual problem first - gzdoom builder visual more light approximation is garbage. Darks look too dark, brights overlayed with 1.5x brightness.
Open "Configurations\Includes\Common.cfg". Change "doomlightlevels" to false.
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Actually, if anyone can provide the formulas GZDoom uses to calculate brightness in various lightmodes, I could add support for this stuff in all modes + read the mode from "LightMode" MAPINFO property + add a "Light mode" selector somewhere in the preferences. GZDB already supports "Standard" ("doomlightlevels = false" in a game configuration) and "Doom" ("doomlightlevels = true") light modes, so I need the formulas only for "Bright", "Dark" and "Legacy" ones.

Also, if anyone's interested, in DB2 and GZDB "Doom" light level is calculated like so:

Code: Select all

// "level" is surface brightness
if((level < 192) && General.Map.Config.DoomLightLevels)
    flevel = (192.0f - (192 - level) * 1.5f);
 
and "Standard" just uses a surface's brightness without modifying it.
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SyntherAugustus
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Re: GZDoom Builder 1.14

Post by SyntherAugustus »

Sorry for not posting the bug example from a while back. Here's a new version of the bug report.

Some time ago, GZDB stopped rendering the MODELDEF properties properly in both editor and visual modes. ATM this happens.

http://imgur.com/QBPzWSN in GZDB Editor
http://imgur.com/7ppyTkI in GZDB Visual
http://imgur.com/MuMBkbB In GZDoom

https://www.dropbox.com/s/qp3agwt613e4x ... s.pk3?dl=0 Example as requested.
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Ozymandias81
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Re: GZDoom Builder 1.14

Post by Ozymandias81 »

blackfish wrote:Sorry for not posting the bug example from a while back. Here's a new version of the bug report.

Some time ago, GZDB stopped rendering the MODELDEF properties properly in both editor and visual modes. ATM this happens.

http://imgur.com/QBPzWSN in GZDB Editor
http://imgur.com/7ppyTkI in GZDB Visual
http://imgur.com/MuMBkbB In GZDoom

https://www.dropbox.com/s/qp3agwt613e4x ... s.pk3?dl=0 Example as requested.
I think it has something to do with double/different frame names inside only 1 3d object... I've had also this bug with older versions of GZDB... but maybe I'm wrong.
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

blackfish wrote:Some time ago, GZDB stopped rendering the MODELDEF properties properly in both editor and visual modes.
Fixed in r2229. I didn't know that INHERITACTORPITCH and INHERITACTORROLL MODELDEF flags affect only "pitch" and "roll" UDMF thing properties, not "PitchOffset" and "RollOffset" MODELDEF properties...

Also, I do remember these flags being there long before "pitch" and "roll" UDMF thing properties were added, so... WHAT WERE THEY DOING THERE INITIALLY?..
Gez
 
 
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Re: GZDoom Builder 1.14

Post by Gez »

I think they were only useful for player models and player projectiles.
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SyntherAugustus
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Re: GZDoom Builder 1.14

Post by SyntherAugustus »

Thank you, MaxED!
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Ozymandias81
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Re: GZDoom Builder 1.14

Post by Ozymandias81 »

I see now that everthing's fine! ...and I was REALLY wrong!
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Kappes Buur
 
 
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Re: GZDoom Builder 1.14

Post by Kappes Buur »

Image

Is there a way to have screenshots automatically saved to the folder of the opened pwad,
rather than specifying a fixed collect-all folder ?
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ZZYZX
 
 
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Re: GZDoom Builder 1.14

Post by ZZYZX »

Could you fix this please?
Image

This pops up when I connect to the main session at my home PC via RDP, with GZDB being already open at the time.
The funny thing is, GZDB actually continues to work (along with SlimDX and all the rendering) once I click "continue".

(it's not like I really want to use GZDB via RDP, it's just being open all the time and produces this error message)
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Probably fixed in r2231...
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TheBadHustlex
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Re: GZDoom Builder 1.14

Post by TheBadHustlex »

Something about the script-editor:
I'm trying to write a USDF-script. But I can't compile it, because the compile-button is deactivated. My guess is that I have to select a compiler.
Where can I select my usdc.exe so I can compile the script?
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

zdoom wiki wrote:ZDoom offers direct support of non-compiled USDF and ZSDF dialogue lumps.
So, why do you need to compile it in the first place?
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Graf Zahl
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Re: GZDoom Builder 1.14

Post by Graf Zahl »

And even then, the compiled format only supports a subset of USDF.
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Ozymandias81
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Re: GZDoom Builder 1.14

Post by Ozymandias81 »

TheBadHustlex wrote:Something about the script-editor:
I'm trying to write a USDF-script. But I can't compile it, because the compile-button is deactivated. My guess is that I have to select a compiler.
Where can I select my usdc.exe so I can compile the script?
Hustlex I've sent you a PM with everything you need for old USDF compiling purposes now.
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