GZDoom Builder 2.3

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ZzZombo
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Re: GZDoom Builder 1.14

Post by ZzZombo »

I meant it's not possible to change the compiler w/o messing w/ folders. Do you really want users to copy the same files into different places? It only creates hassle, if you want to use a custom compiling tool.
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Are there better ACC compilers for (G)ZDoom other than the one already provided?
Gez
 
 
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Re: GZDoom Builder 1.14

Post by Gez »

There are alternate compilers. They aren't better in the sense that you should replace ACC with them entirely. In some cases, they're entirely incompatible with ACS code, they just compile a completely different language to ACS bytecode.

Here's a few I know about: ACC++, BCC, DH-ACC.
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Nash
 
 
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Re: GZDoom Builder 1.14

Post by Nash »

Whoa shit, BCC looks like exactly what I've wanted all this while - additional features "tacked" on regular ACC (the only reason I haven't switched to Damnscript or whatever is that it's syntactically different and require a lot of effort to "port" my code just so it builds... too much work). Is there an official forum thread for BCC? EDIT: Nevermind, found the thread on the Zandronum forum
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simc
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Re: GZDoom Builder 1.14

Post by simc »

A feature suggestion:
When you select items (lines, vertices, sectors, things) and start dragging them they are instantly snapped to the nearest grid junction if the 'Snap to grid' is on. Pressing shift turns the snapping off temporarily.

But is it possible to move items distances defined by the grid size but without forcing them to snap to the grid junctions?

Very often some structure needs to be moved 16/32/64/128/... units, but if the object is not aligned with the current grid lines the task becomes trickier. You can scale down the grid but moving an object precisely large distances by the small grid is also difficult. Flats and textures tend to be scaled as sizes of 8/16/64/128 and so on.

I used to draw a blank dummy sector by the grid, select both the object and the dummy sector and move them both from the dummy sector. But could the editor itself have a feature for this? Just as by pressing Ctrl before starting to drag items?
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Newsflash! (r1972)
1. Script type can now be chosen when creating a new map and changed in Map Options form.
Spoiler:
2. BCC script compiler (https://github.com/wormt/bcc/) is now bundled with GZDB.
3. Classic modes: you can now hold ALT key while dragging map items to lock movement to grid increments relative to initial position.
4. Main Form, "File" menu: only existing files are now added to the "recent files" list.
5. "Texture 'XXX' is double defined in resource 'YYY'." warning is no longer displayed if a texture contains a patch with the same name as the texture.
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simc
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Re: GZDoom Builder 1.14

Post by simc »

MaxED wrote:Newsflash! (r1972) [...]
Wow, thank you!
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Siberian Tiger
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Re: GZDoom Builder 1.14

Post by Siberian Tiger »

Revision 1972 is now available on DRDTeam. Moreover, any future builds from now till - maybe for 7 days(?) will be unavailable, as I will be relocating. But, for those that want to keep up with GZDoom Builder's latest developments, feel free to use Bootless Star to - easily compile the project.
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Marnetmar
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Re: GZDoom Builder 1.14

Post by Marnetmar »

Can someone tell me what happened to the sector brightness mode?
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Siberian Tiger
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Re: GZDoom Builder 1.14

Post by Siberian Tiger »

Marnetmar wrote:Can someone tell me what happened to the sector brightness mode?
Was this a plugin or a part of functionality within the Visual Mode?

Not sure if this is related to what you're asking:
revision 1908 wrote: Added "Full Brightness" toolbar button and "View" menu item. These call "Toggle Full Brightness" action.
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Kappes Buur
 
 
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Re: GZDoom Builder 1.14

Post by Kappes Buur »

Marnetmar wrote:Can someone tell me what happened to the sector brightness mode?
It's still there:
Spoiler:
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Leonard2
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Re: GZDoom Builder 1.14

Post by Leonard2 »

The actual brightness mode got removed and was replaced with the increase/decrease brightness actions instead.
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Sgt. Shivers
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Re: GZDoom Builder 1.14

Post by Sgt. Shivers »

Is there any way to get the Thing icons to be arrows again? it's hard to see their angle when I'm zoomed out.
Also, the Actor flags being on a new tab is a bit of a hassle, I use them much more than rendering and behavior.
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Caligari87
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Re: GZDoom Builder 1.14

Post by Caligari87 »

Small feature request from me: After using AutoCAD and various other drafting software for school, they all have this nifty feature for selecting objects. When dragging a selection box, if you drag to the right, it selects everything inside the box, like GZDB does now. However, if you drag to the left, it selects everything the box touches. Would something like that be possible?

8-)
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Sgt. Shivers wrote:Is there any way to get the Thing icons to be arrows again? it's hard to see their angle when I'm zoomed out.
Here are the textures used to render things:
Thing2D_1.png
Thing2D_1.png (7.07 KiB) Viewed 455 times
Thing2D_0.png
I've tried a dozen of various shapes while drawing them, but other versions were either too obstructive (it was hard to see the sprite behind them), or they were even harder to read when zoomed out. If someone would do a better job with them, I'll replace the current ones with them.
Sgt. Shivers wrote:Also, the Actor flags being on a new tab is a bit of a hassle, I use them much more than rendering and behavior.
I'll think about this later...
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