GZDoom Builder 2.3

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: GZDoom Builder 2.3

Post by MaxED »

prepper wrote:I have some problems using sensitive names i'm adding a link with an example
Your DECORATE code works fine on my side... Also I don't get the "changing sensitive names" part.
About the textures between 3D floors: I've already created the bug report. Until this issue is somehow resolved, I don't see any point in changing GZDB's current behaviour (which happens to match ZDoom behaviour, and not GZDoom).
User avatar
prepper
Posts: 6
Joined: Sat Dec 19, 2015 6:29 pm

Re: GZDoom Builder 2.3

Post by prepper »

MaxED wrote: Your DECORATE code works fine on my side... Also I don't get the "changing sensitive names" part.
About the textures between 3D floors: I've already created the bug report. Until this issue is somehow resolved, I don't see any point in changing GZDB's current behaviour (which happens to match ZDoom behaviour, and not GZDoom).
This a screenshot of my situation maybe it makes more clear all, the decorate charged you can run play the wad in both situationsand it runs well
but the editor not recononize the first code, i guess is the use of the sensitive names is my theory.I dont know whats wrong even the r2429 it works well, but not the last builder r2547

Code: Select all

//ERROR#! loading decorate   1 screenshot
#Include "code/DEC_SFX.txt"
#Include "code/DEC_ITEMS.txt" 
#Include "code/DEC_DECO.txt" 

/*ERROR FIXED only changing sensitive names      2 screenshot
#Include "code/DEC_SFX2.txt"
#Include "code/DEC_ITEMS2.txt" 
#Include "code/DEC_DECO2.txt" 
*/
Spoiler:
User avatar
Kappes Buur
 
 
Posts: 4190
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada
Contact:

Re: GZDoom Builder 2.3

Post by Kappes Buur »

Out of curiosity I downloaded your pwad and ran it through many versions of GZDoom Builder, from r2548 back to r1723.
All I can say is that the DECORATE part worked for me in all of the ones I tried.
Spoiler:
User avatar
prepper
Posts: 6
Joined: Sat Dec 19, 2015 6:29 pm

Re: GZDoom Builder 2.3

Post by prepper »

the problem was fixed with r2548 thanks for the help
User avatar
Siberian Tiger
Posts: 476
Joined: Fri Jun 12, 2009 11:23 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): KUbuntu 22.04.1 LTS
Graphics Processor: nVidia (Modern GZDoom)
Location: United States
Contact:

Re: GZDoom Builder 2.3

Post by Siberian Tiger »

So, this randomly happened when I tried to save the map:
OHNOES.png

Code: Select all

An attempt was made to move the file pointer before the beginning of the file.

   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileStream.SeekCore(Int64 offset, SeekOrigin origin)
   at System.IO.FileStream.Seek(Int64 offset, SeekOrigin origin)
   at CodeImp.DoomBuilder.IO.WAD.WriteHeaders() in x:\Source\Core\IO\WAD.cs:line 296
   at CodeImp.DoomBuilder.IO.WAD.RemoveAt(Int32 index) in x:\Source\Core\IO\WAD.cs:line 399
   at CodeImp.DoomBuilder.MapManager.SetLumpData(String lumpname, MemoryStream lumpdata) in x:\Source\Core\General\MapManager.cs:line 1334
   at CodeImp.DoomBuilder.Controls.ScriptLumpDocumentTab.Save() in x:\Source\Core\Controls\ScriptLumpDocumentTab.cs:line 115
   at CodeImp.DoomBuilder.Controls.ScriptEditorPanel.ImplicitSave() in x:\Source\Core\Controls\ScriptEditorPanel.cs:line 542
   at CodeImp.DoomBuilder.Windows.ScriptEditorForm.AskSaveAll() in x:\Source\Core\Windows\ScriptEditorForm.cs:line 66
   at CodeImp.DoomBuilder.Windows.ScriptEditorForm.ScriptEditorForm_FormClosing(Object sender, FormClosingEventArgs e) in x:\Source\Core\Windows\ScriptEditorForm.cs:line 133
   at System.Windows.Forms.Form.OnFormClosing(FormClosingEventArgs e)
   at System.Windows.Forms.Form.RaiseFormClosingOnAppExit()
   at System.Windows.Forms.Application.ExitInternal()
   at System.Windows.Forms.Application.Exit(CancelEventArgs e)
   at System.Windows.Forms.Application.Exit()
   at CodeImp.DoomBuilder.General.Application_ThreadException(Object sender, ThreadExceptionEventArgs e) in x:\Source\Core\General\General.cs:line 2099
   at System.Windows.Forms.Application.ThreadContext.OnThreadException(Exception t)
   at System.Windows.Forms.Control.WndProcException(Exception e)
   at System.Windows.Forms.Control.ControlNativeWindow.OnThreadException(Exception e)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
   at System.Windows.Forms.UnsafeNativeMethods.DispatchMessageW(MSG& msg)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at CodeImp.DoomBuilder.General.Main(String[] args) in x:\Source\Core\General\General.cs:line 720

Map it occurred on: BloodStone
User avatar
MartinHowe
Posts: 2092
Joined: Mon Aug 11, 2003 1:50 pm
Preferred Pronouns: He/Him
Location: East Suffolk (UK)

Re: GZDoom Builder 2.3

Post by MartinHowe »

@MaxED - Thx for fixing duplicate lumps in official IWADs - cool :)
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: GZDoom Builder 2.3

Post by MaxED »

Siberian Tiger wrote:So, this randomly happened when I tried to save the map...
It looks like this exception message was caused by some other exception, which happened before this one and is not present in the picture/text you've posted. So I don't know what to do here.
I've rewritten parts of unhandled exceptions handling to reduce the chance of additional exceptions happening after the first one.
User avatar
Siberian Tiger
Posts: 476
Joined: Fri Jun 12, 2009 11:23 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): KUbuntu 22.04.1 LTS
Graphics Processor: nVidia (Modern GZDoom)
Location: United States
Contact:

Re: GZDoom Builder 2.3

Post by Siberian Tiger »

I was half-way asleep I think when the bug happened; if it happens again - I'll try to post it.
User avatar
Boinciel
Posts: 2
Joined: Fri Mar 18, 2016 11:03 am

Re: GZDoom Builder 2.3

Post by Boinciel »

Feature suggestion time!

"Trace" mode. Basically, allow the user to set an image as the background of the editor in 2D mode and work on top of it. I know several people who prefer to draw out their maps before recreating them in a level editor, and this would allow them to draw geometry over their lines. The editor already supports background images, so this would be an extension of that functionality. The following features would be required for this to be fully implemented:
- Image brightness and contrast sliders to allow the user to brighten or darken the image loaded so that linedefs can contrast properly with the image. An invert image colours tool would also be useful.
- Easy access to image size, offset, and rotation adjustment to make small corrections to the plan orientation for better tracing and altering the orientation. Ideally horizontal and vertical adjustment would be separate so the image doesn't have to stay aspect correct if you don't want it to. Skew would also be a nice thing but not necessary.
- Image/map mirroring hotkey? If you're drawing something you sometimes want to flip it the other way so your eyes don't get used to it looking the same all the time. Not necessary but could be a nice addition.

Tabbed map browsing. Being able to have multiple maps (or WADs) open at once instead of having to run multiple instances of GZDoom Builder to work on multiple maps. This would probably require quite a bit more work:
- Each map should have its own resizeable window that can be undocked. By default, opening a map would have the window be docked. This should look identical to the current layout with the exception of minimize, maximize, and close buttons above the top right corner.
- Ability to ctrl-click or shift-click on "open WAD" initial dialog box to open several maps at once.
- "Open Map in Current WAD" is already an option, but with this it wouldn't close the current map.
- Maps within the same WAD should be presumed to use the same resources and game configuration even when opened separately.
- Geometry preview window when selecting maps to open (useful in megawads or level packs with similarly named levels).
- Ideally, this system would add another tab on the right-hand side of the editor that shows currently opened WADs and the levels inside them (opened maps highlighted or bolded or something) so you could easily open more levels in the same WAD.
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: GZDoom Builder 2.3

Post by MaxED »

Sorry, but the ratio between the amount of work needed to implement both of these vs. their usefulness in terrible. Unless you are volunteering to implement these yourself, of course :)
User avatar
Boinciel
Posts: 2
Joined: Fri Mar 18, 2016 11:03 am

Re: GZDoom Builder 2.3

Post by Boinciel »

MaxED wrote:Sorry, but the ratio between the amount of work needed to implement both of these vs. their usefulness in terrible. Unless you are volunteering to implement these yourself, of course :)
While I agree that tabbed map browsing is of limited use for the amount of work necessary to implement it, I disagree on the first one. Seeing as it's based on a feature that's already implemented, you at least would have a solid starting point. Quite a few people I've talked to strongly feel that this should exist - I don't personally plan out my maps on paper or in drawing software, I'm just fitting their ideas together into a cohesive statement. No experience with code, but I have a basic grasp of what's easy and what's difficult to implement. The implementation could go in stages:

Stage 1: Button on toolbar that brings up a menu where you can select/change the background image and have access to offsets and scale (basically, what you have now, but more accessible)
Stage 2: Implementation of brightness slider (as a quick hack, just stretch a black bitmap and change the transparency - more involved sliders for brightness and contrast require effort)
Stage 3: Rotation and potentially resizing images' vertical and horizontal scale independently
Stage 4: More intuitive controls, including free rotation and resizing by combination hotkey, click, and drag
Stage 5: Skewing of images in menu
Stage 6: Artist map/image mirror hotkey

Of course, the pipe dream would be the editor dynamically generating level geometry from an imported vector or bitmap file but that would be pretty nuts to program.
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: GZDoom Builder 2.3

Post by MaxED »

Boinciel wrote:Stage 1
There are already "Edit -> Grid and Backdrop Setup" top menu item, "Grid -> Customize..." menu item in the lower-right corner of the UI (right to the current grid size) and "Grid Setup" action you can bind to a key. Do you REALLY need the FOURTH way to access the same menu?..
Boinciel wrote:Stages 2-6
Use Photoshop / Gimp / Paint.net / any other image editing software.
User avatar
VGA
Posts: 506
Joined: Mon Mar 28, 2011 1:56 am

Re: GZDoom Builder 2.3

Post by VGA »

MaxED I have a question. Suppose I want to find all things of a certain type. I select one, then select similar by type only and I get, let's say 7 items selected. Now how can I actually see where they are (in a big convoluted map)?

Is there a way to highlight them or to center from the first to the next?
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: GZDoom Builder 2.3

Post by MaxED »

Find and Replace mode will show you the list of found things, and center the view on things selected in it.
User avatar
printz
Posts: 2649
Joined: Thu Oct 26, 2006 12:08 pm
Location: Bucharest, Romania
Contact:

Re: GZDoom Builder 2.3

Post by printz »

There are some bugs and limitations in GZDoom Builder, regarding Boom generalized specials:

* Many kinds of linedef specials, when you enter the dialog box to modify them, lose some data and revert to smaller numbers. Just try this: set a random (but highly customized) generalized special to a linedef, click OK, click to modify it again, just click OK again. The number will change to some other value, and some fields such as trigger type or movement direction will be reset accordingly. If it doesn't, try another generalized special.

* You can't use the Generalized Sector dialog box to combine classic sector specials (including "Door closes after 30 seconds" and "Door raises after 5 minutes") with other generalized fields. So for example if you want to combine "raise after 5 minutes" with slime and friction, you have to set the number manually in the text box.
Locked

Return to “Abandoned/Dead Projects”