GZDoom Builder 2.3

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Kappes Buur
 
 
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Re: GZDoom Builder 2.3

Post by Kappes Buur »

Siberian Tiger wrote:Hallo,
I've seem to have hit an issue lately with using the script editor in GZDoom Builder.....
I'm not sure if this will help or point to a possible solution, the script compiles for me like this (using r2635)

Image

I just had to delete the line --> #import "Source/StdLib.acs"
boris
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Re: GZDoom Builder 2.3

Post by boris »

There are two new problems with dragging geometry introduced in revision 2634 or 2635 (works fine in 2633):

First bug: dragging geometry will un-join (create new, distinct) sectors. Way to reproduce:
  1. Create a new map and draw 2 sectors. It doesn't matter if the sectors are connected or not.
  2. Select the 2 sectors and join them by pressing J (if the sectors are connected to not join them with Shift-J!)
  3. Drag a vertex
  4. You will now have 2 sectors
Second bug: dragging all vertices/linedefs of a enclosed space of a joined sector will remove the sidedefs on the moved linedefs. Way to reproduce:
  1. Create a new map and draw 2 sectors. It doesn't matter if the sectors are connected or not (but the descrption probably makes more sense with unconnected geometry)
  2. Select the 2 sectors and join them by pressing J (if the sectors are connected to not join them with Shift-J!)
  3. Select all vertices of one enclosed space and drag them
  4. You will now have a bunch of linedefs without sidedefs
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

Kappes Buur wrote:Copy/pasting a 512 mu tall sector side by side introduces a visible sidedef texture at the boundaries
Fixed.
Siberian Tiger wrote:I've seem to have hit an issue lately with using the script editor in GZDoom Builder.
I've fixed one issue with the Script Editor, but I don't think it was your issue. If it still happens, can you send me the .dbs file of the map it happens in, and also the SCRIPTS lump, which wasn't modified after making that .dbs file?
boris wrote:First bug: dragging geometry will un-join (create new, distinct) sectors.
Damn it. This will require some special handling...
boris wrote:Second bug: dragging all vertices/linedefs of a enclosed space of a joined sector will remove the sidedefs on the moved linedefs.
Fixed.
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Siberian Tiger
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Re: GZDoom Builder 2.3

Post by Siberian Tiger »

MaxED wrote:If it still happens, can you send me the .dbs file of the map it happens in, and also the SCRIPTS lump, which wasn't modified after making that .dbs file?
I have regenerated a new .DBS file, but I have not immediately noticed the issue after remaking it. In case, I have supplied two files and the updated map SCRIPT. Hopefully this might be useful
  • The previous DBS file I was using - which was giving me the previous stated issues
  • The newly generated DBS file
  • Update to date map script (unmodified with the newly .dbs)
    • Spoiler: Map Script


Note:
I am still using: GZDoom 2.3.0.2635
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NeuralStunner
 
 
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Re: GZDoom Builder 2.3

Post by NeuralStunner »

Small request: Override directory for (certain) editor files. In particular, I've replaced the crosshair graphic with one that's bright green and easier for me to see, but I have to keep a backup copy and re-copy it each time GZDB updates.

Such a directory could also be used to replace configs/includes without them being overwritten.
minesettimi
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Re: GZDoom Builder 2.3

Post by minesettimi »

I recently have been told to install GZDoom Builder instead of Doom Builder 2 which didn't work for me. I installed it normally but when I launched it it gave me a,
"Fatal Windows Forms Error." I don't know what to do to fix this and no one has posted about the error in the same situation.
Help will be appreciated.
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

minesettimi wrote:It gave me a "Fatal Windows Forms Error".
Was it all it gave you, or there was some other text as well?
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Kappes Buur
 
 
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Re: GZDoom Builder 2.3

Post by Kappes Buur »

minesettimi wrote:I recently have been told to install GZDoom Builder instead of Doom Builder 2 which didn't work for me.
Does that mean that DB2 did not work for you either?
minesettimi wrote:I installed it normally but when I launched it it gave me a,
"Fatal Windows Forms Error." I don't know what to do to fix this and no one has posted about the error in the same situation.
Help will be appreciated.
Do you have the Required software ( see page 1 ) installed?
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camaxide
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Re: GZDoom Builder 2.3

Post by camaxide »

I've updated the last version today, the mid-texture bug is solved - however sometimes if I for instance split a hallway in two, then move the two vertex back on grid - one of the two sectors are 'killed' - as in black and gone. I use m-tool to repair it so no problem, and it does not happen often - and I haven't seen a pattern to when it happens and not - but it happens sometimes. - I guess this is a bit vague to build from...
boris
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Re: GZDoom Builder 2.3

Post by boris »

camaxide wrote:I've updated the last version today, the mid-texture bug is solved - however sometimes if I for instance split a hallway in two, then move the two vertex back on grid - one of the two sectors are 'killed' - as in black and gone. I use m-tool to repair it so no problem, and it does not happen often - and I haven't seen a pattern to when it happens and not - but it happens sometimes. - I guess this is a bit vague to build from...
Protip: don't only post in a thread, but also read other people's posts.
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Kappes Buur
 
 
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Re: GZDoom Builder 2.3

Post by Kappes Buur »

[ broken from r2524 to r2637 ]

When setting up building stairs (for example action 27) with stairs1 and stairs2, the lower textures do not 'stick'.

Image

Image

[edit]
found the version when it was first broken
Attachments
stairs_simple.wad
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Last edited by Kappes Buur on Wed May 25, 2016 5:23 pm, edited 1 time in total.
DnB-Freak
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Re: GZDoom Builder 2.3

Post by DnB-Freak »

Got a terrible problem with the DIALOGUE editor in UDMF.
No matter if the dialogue is correct or not,
GZDoom Builder crashes when trying to save or test, after modifying the dialogue.

I got the crash report here:
Spoiler:
Any ideas?
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camaxide
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Re: GZDoom Builder 2.3

Post by camaxide »

boris wrote:
camaxide wrote:I've updated the last version today, the mid-texture bug is solved - however sometimes if I for instance split a hallway in two, then move the two vertex back on grid - one of the two sectors are 'killed' - as in black and gone. I use m-tool to repair it so no problem, and it does not happen often - and I haven't seen a pattern to when it happens and not - but it happens sometimes. - I guess this is a bit vague to build from...
Protip: don't only post in a thread, but also read other people's posts.
I always read every single post between my posts :) Can't find one that explains this exact behavior? It only happen after splitting a sector in two with a line - and does not happen until I move vertex (seem to sometimes be linked to one specific vertex, since I sometime move one of the two hallway vertexes without problems, but moving the second makes the bug" - this is not like before when creating a new sector inside another caused problem, that one seems solved.
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

Chickenlegz wrote:Got a terrible problem with the DIALOGUE editor in UDMF.
No matter if the dialogue is correct or not,
GZDoom Builder crashes when trying to save or test, after modifying the dialogue.
Curious. Can you post the map, in which this happens?
Chickenlegz wrote:GZDB: R2623
I think it was already fixed. Try updating the editor.
DnB-Freak
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Re: GZDoom Builder 2.3

Post by DnB-Freak »

MaxED wrote:
Chickenlegz wrote:Got a terrible problem with the DIALOGUE editor in UDMF.
No matter if the dialogue is correct or not,
GZDoom Builder crashes when trying to save or test, after modifying the dialogue.
Curious. Can you post the map, in which this happens?
Chickenlegz wrote:GZDB: R2623
I think it was already fixed. Try updating the editor.
YES!! It works B-)
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