GZDoom Builder 2.3

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boris
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Re: GZDoom Builder 2.3

Post by boris »

MaxED wrote:Can you provide a Sector.IsIntentionallyMerged() implementation?

Code: Select all

public bool IsIntentionallyMeged()
{
	return true;
}
Seriously though, is there actually any way to end up with unintentionally merged sectors in GZDB?
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Chl
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Re: GZDoom Builder 2.3

Post by Chl »

MaxED wrote: 1. Load the map, which displays this behavior.
2. Open "Game Configurations" window (F6) and make sure the game configuration the loaded map uses is selected.
3. Switch to the "Testing" tab.
4. If "Customize parameters" is unchecked, check it.
5. Post contents of both "Parameters" and "Result" fields here.
This is for GZDoom Doom2 UDMF and it happens on all maps with this format.

Parameters:
-iwad "%WP" -skill "%S" -file "%AP" "%F" +map %L %NM

Result:
-iwad "" -skill "4" -file "C:\spel\zdoom\DOOM2.WAD" "C:\spel\zdoom\MAP01.wad" "C:\Users\Chl\AppData\Local\Temp\f8z2osbj\2h0tsgml.wad" +map MAP01 -nomonsters
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

Looks like you've added Doom2.wad as a map resource. Add it as a game configuration resource instead (open "Game Configurations" window, select your game configuration, add Doom2.wad in the "Resources" tab, remove Doom2.wad from your map resources in the "Map Options" window).
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Chl
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Re: GZDoom Builder 2.3

Post by Chl »

And that's the thing that's so weird because that's how it's setup. Unless I add doom.wad to the map resources it loads as Strife.
Attachments
MAP01 at 2016.06.02 21-06-52.110 [R2641].jpg
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

Curious. I've forgot to mention, if you have several game engines defined in your game configuration, you'd need to check parameters for all of them in the Testing tab.
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enderkevin13
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Re: GZDoom Builder 2.3

Post by enderkevin13 »

With a lot of the new features and such, I was able to make one of my older maps better. Thanks!
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Chl
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Re: GZDoom Builder 2.3

Post by Chl »

MaxED wrote:Curious. I've forgot to mention, if you have several game engines defined in your game configuration, you'd need to check parameters for all of them in the Testing tab.
I have but I'm not sure what to look for. They look like fine to me, nowhere does it even mention Strife. Can it be something wrong with a file or the Doom 2 wad?
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

I don't know... The "Result" field in the "Testing" tab shows the exact startup parameters used when testing the map. To double-check that, you can open GZBuilder.log file after testing the map. It will also show the params. You'll need to look for the lines similar to these:

Code: Select all

Running test program: E:\Doom_Ports\engines\zdoom\zdoom.exe
Program parameters:  -iwad "E:\Doom_Ports\iwads\doom\DOOM2.WAD" -skill "3" -file "E:\dev\bugs\editselection_rotate_scale.wad" "C:\Users\User\AppData\Local\Temp\xy9dst7u\poaiazqw.wad" +map MAP01 
You can open the folder GZBuilder.log is located in using "Help -> Program Configuration Folder" menu command.

And to um... triple-check, you can create a batch file with the same parameters (except the temp file in the Temp folder) and launch it. If it still launches Strife, the problem is not on the editor side.
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Chl
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Re: GZDoom Builder 2.3

Post by Chl »

Nothing strange in the logs and it works fine outside of the editor. I even made sure the Strife wad is not in the same folder as any other wad, but it still launches as Strife, even with music and sound and I have no clue where it gets those resources from.
But it's not a huge problem, just something I was curious about.
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camaxide
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Re: GZDoom Builder 2.3

Post by camaxide »

boris wrote:
MaxED wrote:But wouldn't have a simple manual "join sectors" have fixed that?
Yes. But you'd need to do that every single time you somehow added geometry that touches the sectors, not only once as with the "make sector".
Also, a sector not splitting into two will not cause any drama, while a sector not supposed to doing so will likely happen without you noticing until you realize something is broken and wonder why.

The best would be if the splitting only happened if the original sector was a single sector (not multiple connected ones) and also only if it's resulting new sectors are not connected (as when making a new door its usualy one large connected sector turned into two seperate non-connecting sectors - which you most of the time want to (and expect to) become two separate sectors.
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arookas
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Re: GZDoom Builder 2.3

Post by arookas »

MaxED wrote:Can you provide a Sector.IsIntentionallyMerged() implementation?
You could try having it a toolbar toggle button (auto split sectors), off by default to keep compatibility.
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Kappes Buur
 
 
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Re: GZDoom Builder 2.3

Post by Kappes Buur »

[r2641]
I still have a problem with assigning lower textures to the front sidedef, as descibed in http://forum.zdoom.org/viewtopic.php?f= ... 60#p910670 , although I have found a cumbersome workaround by flipping the linedef(s) twice:
Spoiler:
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Jaxxoon R
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Re: GZDoom Builder 2.3

Post by Jaxxoon R »

MaxED wrote:Suffer me.

Actually, are there any special effects, which REQUIRE map geometry hacking (like joined sectors, manually reassigned sidedefs etc.) in Hexen/UDMF map formats?
Have you forgotten about Vanilla and Boom format?
minesettimi
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Joined: Mon May 23, 2016 11:48 am

Re: GZDoom Builder 2.3

Post by minesettimi »

MaxED wrote:
minesettimi wrote:It gave me a "Fatal Windows Forms Error".
Was it all it gave you, or there was some other text as well?
At the top of the screen of this error it says, "Fatal Non-UI error occurred: Font 'Verdana' does not support style '..." I know that is not the full message but that is all that appears.

P.S sorry that I didn't reply in time.
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

Looks like your OS is missing one of the bundled fonts for some reason...
This can help you, I suppose.
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