GZDoom Builder 2.3

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Devianteist
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Re: GZDoom Builder 2.3

Post by Devianteist »

I seem to have turned 3D floors invisible and cannot view them. How can I make them visible again?
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

Press "Tab" while in Visual mode...
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Devianteist
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Re: GZDoom Builder 2.3

Post by Devianteist »

Thank you MaxED. I'm not sure why, but I just couldn't find it in the menus, and it as really bothering me.
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Breezeep
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Re: GZDoom Builder 2.3

Post by Breezeep »

For some odd reason, GZDoom Builder increases and decreases the grid size whenever I zoon in or out. Any way to disable this?
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Kappes Buur
 
 
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Re: GZDoom Builder 2.3

Post by Kappes Buur »

Breezeep wrote:For some odd reason, GZDoom Builder increases and decreases the grid size whenever I zoon in or out. Any way to disable this?
It's not an odd reason at all. It's a new feature in r2382.
There is a new icon which can be toggled off - on
  • Image
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Tormentor667
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Re: GZDoom Builder 2.3

Post by Tormentor667 »

I am at 2382 but I don't have an icon like that on my toolbar?!
rhinoduck
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Re: GZDoom Builder 2.3

Post by rhinoduck »

Tormentor667 wrote:I am at 2382 but I don't have an icon like that on my toolbar?!
It can also be toggled in the View menu or using Ctrl + Alt + G. Regarding the toolbar, do you have the View Modes toolbar shown? (Right-click anywhere on the top toolbar to show/hide toolbars and see which are shown.)
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Da Spadger
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Re: GZDoom Builder 2.3

Post by Da Spadger »

Is there a way to disable how visual mode emulates VertWallShade +16 and HorizWallShade -16? Most of my maps are done with Evenlighting enabled, so it's not helpful here.
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Hindsight2020
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Re: GZDoom Builder 2.3

Post by Hindsight2020 »

MaxED wrote:Classic modes: added "Dynamic grid size" option (available in the View menu and on the main toolbar). When enabled, grid size will be automatically adjusted based on current zoom level.
What a brilliant idea! Why did no one think of this before?
I'm always a little bit giddy to see what's new when I open GZDB and the automatic update pops in. Is that weird?
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

Da Spadger wrote:Is there a way to disable how visual mode emulates VertWallShade +16 and HorizWallShade -16?
This behaviour can be changed by adding appropriate settings to the MAPINFO.
DoomRoll wrote:What a brilliant idea! Why did no one think of this before?
The idea was taken from Modo.
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Da Spadger
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Re: GZDoom Builder 2.3

Post by Da Spadger »

MaxED wrote:
Da Spadger wrote:Is there a way to disable how visual mode emulates VertWallShade +16 and HorizWallShade -16?
This behaviour can be changed by adding appropriate settings to the MAPINFO.
I do have EvenLighting in the MAPINFO lump. That's why I'm asking.

EDIT: To clarify, I didn't know what else to call the regular uneven lighting when i wrote that. :P
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

Da Spadger wrote:I do have EvenLighting in the MAPINFO lump.
Then I need the map name you are using and your MAPINFO...
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Da Spadger
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Re: GZDoom Builder 2.3

Post by Da Spadger »

Here you go.

Code: Select all

GameInfo
{
	menufontcolor_title = "Gold"
	menufontcolor_label = "Gold"
	menufontcolor_value = "Gold"
	menufontcolor_action = "Gold"
	menufontcolor_header = "Gold"
	menufontcolor_selection = "Red"
	
}

ClusterDef 1
{
	Hub //Only used to remove the Map01 from the automap.
	ExitText = "Write something here"
	Flat = "0_BLKST1"
}

map MAP01 "A strange space"
{
	Next = "EndGame"
		{
		HScroll = "ENDSCR1", "ENDSCR2"
		}
	
	Sky1 = "ZWHITE"
	Cluster = 1
	Par = 0
	Music = ""
	Gravity = 200
	AirControl = 0.5
	
	NoCrouch
	ClipMidTextures
	EvenLighting
}
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

MAPINFO parser was unable to cope with map/defaultmap/adddefaultmap subblocks... Fixed in R2383.
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Da Spadger
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Re: GZDoom Builder 2.3

Post by Da Spadger »

It works. Great stuff. \o/
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