GZDoom Builder 2.3
Re: GZDoom Builder 2.3
is it possible to replace the missing texture graphic? I can't find it in the gzdb folder to replace, i wanted to edit it to show 32x and 16x grid sizes
- Mr.Enchanter
- Posts: 481
- Joined: Sat Mar 21, 2015 3:22 pm
- Location: USA
Re: GZDoom Builder 2.3
SOLUTION: Tab on the right hand side of the window expands and collapses.Mr.Enchanter wrote:I'm hoping I am posting this in the correct place, please move it if it is not.
I seem to have an issue with the texture selection menu in GZ Doom Builder. I have the latest update, (12/24/15). Below is a screenshot.
-snip-
Any help is appreciated. Thanks.
EDIT:RESOLVED

- FireSeraphim
- Posts: 408
- Joined: Thu Nov 18, 2010 12:45 am
Re: GZDoom Builder 2.3
In game all my GLDEFS are working correctly and all but in GZDoom Builder they're not lighting up in the editor, and yes I made sure to set up my overall GLDEFS and sub-GLDEFS correctly.
Here's what my GLDEFS look like:
The code I submitted works in game correctly and all but the editor doesn't seem to even bother to read it.
Here's what my GLDEFS look like:
Code: Select all
#include "gldefs/lights.gl"
#include "gldefs/polish.gl"
#include "gldefs/vanilla_mon_bm.gl"
#include "gldefs/skulltag_mon_bm.gl"
#include "gldefs/new_mon_bm.gl"
Re: GZDoom Builder 2.3
1. DECORATE light("lightname") expression is currently not supported by GZDB.
2. If that's not the case, I'll need a more substantial example (e.g. something I can load in the editor and see how it works)
2. If that's not the case, I'll need a more substantial example (e.g. something I can load in the editor and see how it works)
- FireSeraphim
- Posts: 408
- Joined: Thu Nov 18, 2010 12:45 am
Re: GZDoom Builder 2.3
@MaxED:
- It isn't DECORATE based at all, I'm using the include function in my main GLDEFS to load other GLDEF files
- Gimme me a few minutes to PM you
Re: GZDoom Builder 2.3
Fixed. In some cases GLDEFS parser was unable to detect the end of "Glow" block, which resulted in skipping the rest of the file.
Re: GZDoom Builder 2.3
Is there a way to disable the lines resizing theirselves without me pressing [ or ]?
http://imgur.com/7ZrYvbV
it automatically gets bigger or smaller. i dont want that.
http://imgur.com/7ZrYvbV
it automatically gets bigger or smaller. i dont want that.
-
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- Joined: Sun Nov 14, 2010 12:59 am
Re: GZDoom Builder 2.3
There is a button in the toolbar which is called "Dynamic Grid Size".Cansteam wrote:Is there a way to disable the lines resizing theirselves without me pressing [ or ]?
http://imgur.com/7ZrYvbV
it automatically gets bigger or smaller. i dont want that.
You can also do that from the Edit menu.
Re: GZDoom Builder 2.3
Since a recent update, certain map scripts with imported libraries that have otherwise been successfully compiled via Doom Builder 2/GZDB for several years now produce an error.
As an example, a map script has these directives at the top:
Now produces this error
"Already parsed 'constants.acs'. Check your #import directives' File: jmgame.acs (line 14)
Here is jmgame.acs: http://pastebin.com/B4xM16c3
Here is constants.acs: http://pastebin.com/yd2GvZZL
Here is map_skill.acs: http://pastebin.com/ZBSN8Yzh
Here is personal_teleport.acs (not that there's any need to see it but for the sake of completeness): http://pastebin.com/Ex0WJvsL
I'm not sure why this only now produces an error after years of compiling fine (since 2010) - Sean (who is having similar problems) seems to think this might have something to do with how GZDB is treating relative paths since a recent update.
Any help would be appreciated, thanks!
As an example, a map script has these directives at the top:
Code: Select all
#include "zcommon.acs"
// Map skills for the map message.
#import "scripts/map_skill.acs"
#import "scripts/constants.acs"
// Import main game library that handles all other libraries.
#import "scripts/jmgame.acs"
#import "scripts/personal_teleport.acs"
"Already parsed 'constants.acs'. Check your #import directives' File: jmgame.acs (line 14)
Here is jmgame.acs: http://pastebin.com/B4xM16c3
Here is constants.acs: http://pastebin.com/yd2GvZZL
Here is map_skill.acs: http://pastebin.com/ZBSN8Yzh
Here is personal_teleport.acs (not that there's any need to see it but for the sake of completeness): http://pastebin.com/Ex0WJvsL
I'm not sure why this only now produces an error after years of compiling fine (since 2010) - Sean (who is having similar problems) seems to think this might have something to do with how GZDB is treating relative paths since a recent update.
Any help would be appreciated, thanks!
Re: GZDoom Builder 2.3
For clarification, the relative paths issue is separate to the 'already parsed' issue.
For me, this code would not work at all:
It would error with this:

even if that is a valid path, relative to the directory the WAD file currently being edited is in.
For me, this code would not work at all:
Code: Select all
#import "../scripts/jmgame.acs"

even if that is a valid path, relative to the directory the WAD file currently being edited is in.
Re: GZDoom Builder 2.3
Fixed.Jroc wrote:Since a recent update, certain map scripts with imported libraries that have otherwise been successfully compiled via GZDB for several years now produce an error.
In GZDB, SCRIPTS lump is treated as located at the root of any map resource during compilation (and not in the "maps" directory). Revisions prior to R2448 just stripped "../" part from #import/#include directives when searching for include files and proper absolute/relative include paths handling was added in R2451.PlusSean wrote: For me, this code would not work at all:even if that is a valid path, relative to the directory the WAD file currently being edited is in.Code: Select all
#import "../scripts/jmgame.acs"
Re: GZDoom Builder 2.3
Trying to dissolve an invalid sector results in an out of memory error:
Spoiler:It's pretty easy to reproduce:
- Create a new map and draw a sector
- Draw another sector inside the first sector
- Delete all but 1 line of the inner sector
- Set both sector indices of this line to 1
- Check for errors and press the "Dissolve" button
Spoiler:
- Devianteist
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Re: GZDoom Builder 2.3
So, I know I've been out of the loop for a while, so forgive me if this has been addressed before.
For some reason the length values of line segments (while making them) are appearing in the top left corner of my screen, instead of near the lines. To make it worse, not only are the values up there, but they're mostly hidden by the toolbars.
If you want a screenshot, I can provide one, though I'm not sure that'd help.
For some reason the length values of line segments (while making them) are appearing in the top left corner of my screen, instead of near the lines. To make it worse, not only are the values up there, but they're mostly hidden by the toolbars.
If you want a screenshot, I can provide one, though I'm not sure that'd help.
- Ozymandias81
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Re: GZDoom Builder 2.3
Hi MaxED,
what's going on with dev r2455 of today? I can't see linedefs measurements while drawing them.
I can see only a small portion of them at the top-left of my screen, and it is a 1280x1024res.
Thanks in advance, Ozy.
http://imgur.com/rRI93Gg
what's going on with dev r2455 of today? I can't see linedefs measurements while drawing them.
I can see only a small portion of them at the top-left of my screen, and it is a 1280x1024res.
Thanks in advance, Ozy.
http://imgur.com/rRI93Gg