GZDoom Builder 1.14. Based on Doom Builder 2 SVN rev. 1604.
GZDoom Builder is a fork of Doom Builder 2, started in march 2012. The aim of this project is to support more features from modern-day doom engines (namely, ZDoom, GZDoom and Zandronum) and add more editing tools to make map creation faster and simpler.
[new] Help side panel, which shows most of actions, available in current mode.
[new] Maps can now be loaded by dragging wad files on top of GZDB's main window.
[new] Open Map Options, Map Options and Game Configurations forms: resources can be added by dragging them on top of resources list.
[new] Game Configurations form: game configurations can be disabled. This setting is mostly cosmetic. When a game configuration is disabled, it won't be shown in "game configuration" dropdowns in New\Open Map Options and Map Options windows. If a map's .dbs file specifies a disabled configuration, it will be picked as a map configuration anyway.
[new] Game Configurations form: game configurations can be copied and pasted (a context menu is now available in the game configurations list).
[new] Numeric textboxes: in addition to '++NN' and '--NN' to increment or decrement by given value, you can use '*NN' and '/NN' to multiply or divide by given value.
[new] Toolbar button groups can be toggled using context menu. Hold "Shift" to toggle several button groups at once.
[new] You can save screenshots using Tools -> Save Screenshot (default key is F12) and Tools -> Save Screenshot (editing area) (default key is Ctrl-F12) menu commands.
[new] You can save shortcut reference to html file using Help -> Export Shortcut Reference menu command.
[new] New action: "Open Map in current WAD", avaliable as File -> Open Map in current WAD and via Ctrl-Shift-O shortcut.
[new] New action: "Export to Wavefront .obj", avaliable as File -> Export -> Selection to Wavefront .obj. It will export selected sectors (or the whole map, if no sectors are selected) to Wavefront .obj model.
New action: "Reload MODELDEF/VOXELDEF" (Tools -> Reload MODELDEF/VOXELDEF).
New action: "Reload GLDEFS" (Tools -> Reload GLDEFS).
New action: "Reload MAPINFO" (Tools -> Reload MAPINFO).
[new] Info about current selection is shown at the bottom of program's window.
[new] Texture size is now shown in texture previews. You can disable this feature by unchecking "Preferences -> Interface -> Show texture and flat sizes in browsers" checkbox.
Several game engines can be used per game configuration.
Size of vertex handles in 2D modes can be changed in preferences.
[new] Script editor: pressing "F1" opens keyword help instead of program manual.
[new] Side panel auto hiding can be now toggled much easier.
[new] Things can be filtered in Thing Edit form.
[new] Added "Hints" side panel, which shows the list of actions, available in current editing mode.
Actions and Effects can be filtered (useful when you remember action/effect name, but don't remember it's number or category).
Actions can be filtered in Preferences form.
Added errors and warnings indicator to main window (bottom-right corner). You can click on it to open Errors and warnings window.
Enhanced scripting workflow (see the documentation).
[new] Code snippets.
[new] Added support for multiple ACC compilers.
[new] BCC script compiler (https://github.com/wormt/bcc/) is bundled with GZDB.
[new] Script type can be chosen when creating or opening a map, and can be changed in Map Options form.
Classic and Visual modes:
[changed] "Toggle Full Brightness" action works in Classic modes.
[changed] "Toggle Highlight" action works in Classic modes.
[changed] "Increase Brightness by 8" and "Decrease Brightness by 8" actions work in Sectors mode.
[new] Enhanced Tag support.
Map can be tested from camera position in Visual mode and from cursor position in Classic modes.
[new] Selection can be synchronized between Classic and Visual modes.
Camera position can be synchronized between Classic and Visual modes.
You can use Color Picker plugin to edit dynamic light properties and sector's fog and tint colors in Classic and Visual modes.
You can use Tag Explorer plugin to view all tags and actions used in current map.
[new] You can pick, which properties are pasted by "Paste Properties" action using "Paste Properties Options" window.
[new] You can apply randomized transformations to any map element.
Image browser shows directory structure of Folder, PK3 and PK7 resources and can filter images by texture type and size.
[new] Most controls of Edit Sector/Linedef/Thing forms now work in realtime (e.g. you can immediately see texture offset/scale/rotation changes while you are changing appropriate values). Action and Tag changes are still applied only after you press "OK" button.
[new] [UDMF] All UDMF properties (except "comment") can be edited using Edit Sector/Linedef/Thing/Vertex forms user interface.
Thing Edit Form has "Random angle" checkbox.
[UDMF] Sector, Linedef and Vertex info panels show additional info if a map is in UDMF format.
All drawing modes are avaliable in the Mode menu
[new] Thing sprites are rendered in classic modes.
You can assign custom color to any combination of linedef flags, actions and/or activation. More info.
[new] Enhanced rectangular selection.
[new] New action: "Go To Coordinates", available in View menu and by clicking on cursor coordinates in the lower-right corner of UI.
[new] You can use Paint selection action to select map elements easier.
Draw Rectangle mode.
Draw Ellipse mode.
[new] Draw Curve mode.
[new] Draw Grid mode.
[new] Terrain Importer mode.
Snap map elements mode.
[new] Selected things are now dragged while dragging vertices, linedefs and sectors.
[new] You can hold the Alt key while dragging map elements to snap them to grid increments relative to their initial position.
[new] You can place things on top of selected vertices in Vertices and Linedefs modes and inside of selected sectors in Sectors mode using "Place Things" action.
[new] You can view all loaded thing types and some additional info using Thing Statistics form (Edit -> View Thing Types...).
[new] You can override default sector properties, which are used to create new geometry, using "Draw Settings" panel (by default, when the new sector overlaps or touches existing sector, the editor uses textures, brighntess and floor/ceiling heights from that sector when drawing the new one).
[new] You can disable Doom Builder's auto-clear textures behaviour by using this button in the toolbar:
[new] You can change default sector brightness and floor/ceiling height (Preferences -> Editing -> Default sector settings). These settings are used when the new sector doesn't touch or overlap already existing sectors.
[new] 3D floor indication (color can be changed in Preferences -> Appearance -> 3D Floors, the setting can be disabled in Preferences).
Line angle and front side direction are displayed when a line is drawn in Draw Geometry mode.
[new] [UDMF] Floor/ceiling texture offsets can be pinned using this button in the toolbar: . When pinned, textures will be aligned to a sector while it is dragged.
[new] You can clear selection groups (default shortcuts are Ctrl-Shift-1 ... 0).
[new] You can add selection to groups, select and clear groups using Edit menu.
Center of map is shown in Classic modes using Highlight color.
[new] Things inside of selected Sectors can be moved when dragging Sectors. When enabled, all things inside of selected sectors will be dragged when dragging sectors. Otherwise, selected things will be dragged.
[new] Sector Tag and Effect can now be shown on top of sectors. You can use "View Tags and Effects" button to toggle this overlay.
[new] [UDMF] Create Brightness Gradient option can work in 5 modes.
[new] Sector Info panel shows the number of sector's sidedefs as well as light and fade colors (UDMF only).
[new] "Flip Linedefs" action is now available from Sectors mode. It will try to align linedefs, so their front (or back) point towards the same sector.
[new] [UDMF] New actions: "Align Ceiling Texture to Back Side", "Align Ceiling Texture to Front Side", "Align Floor Texture to Back Side" and "Align Floor Texture to Front Side" (available in Linedefs -> Align Textures menu).
[new] [UDMF] "Make brightness gradient" command is available in Linedefs mode.
[UDMF] Linedef info panel: relative UDMF light values are shown like this: 16 (128), which means "UDMF light value" ("total surface brightness"). Total surface brightness is UDMF light value + sector brightness.
[new] When a linedef is within Split Linedefs range, it is highlighted using Info line color.
[new] "Flip Linedefs" action will try to align linedefs, so their front (or back) point towards the same sector.
[new] Several thing types can now be selected at once in Thing Edit form. If you do so, a type randomly chosen from selected ones will be assigned to each selected thing. More info.
[new] You can filter selected things by type using Filter Things form (Things -> Filter Things...).
[new] You can clone selected/highlighted things by holding "Shift" before starting to drag them.
[new] New action: "Point Thing to cursor".
[new] New action: "Select Things in Selected Sectors" (Default key is Shift+T).
[new] New action: "Align Things To Linedef".
Z-height of a thing can be changed in absolute and relative mode in Thing Edit form.
Thing's X and Y position can be edited in Edit Thing form.
[UDMF] Vertical offsets of a vertex can be edited in Vertex Edit form and are shown in Vertex Info panel.
When a linedef is within Split Linedefs range, it is highlighted using Info line color.
GZDB Visual mode:
GZDB Visual mode is the result of merging Doom Builder's Visual mode and GZDoom Visual mode.
Warning: GZDoomEditing.dll and UDMFControls.dll plugins are no longer supported by GZDoom Builder and should be removed from "Plugins" folder.
New rendering features avaliable in this mode:
Dynamic lights (all types) are rendered in Visual mode. You can use Rendering panel to toggle dynamic lights rendering and animation.
Dynamic lights defined in GLDEFS are rendered in Visual mode (only one GLDEFS light per actor is currently supported).
Fog rendering in Visual mode (including colored fog in maps in UDMF format).
New action: "Render selected/all models".
New action: "Toggle dynamic lights animation".
New action: "Toggle dynamic lights rendering".
New action: "Toggle fog rendering".
New action: "Toggle models rendering".
New action: "Toggle GZDoom effects".
Event lines for PatrolPoints, cameras and InterpolationPoints.
Translucent 3D floors are rendered correctly.
Things with zero Height and Radius are rendered.
Plane Copy effect (118) is supported.
Several new 3d floor flags are supported:
"16: Use a sidedef's upper texture to draw the sides".
"32: Use a sidedef's lower texture to draw the sides".
"64: Render the 3D floor using additive translucency".
"Ignore bottom height".
When the thing category has sprite, and the thing doesn't, category sprite is used.
Doom-style shading on walls (walls going from west to east are slightly darker than walls going from north to south). This effect is affected by "vertwallshade", "horizwallshade", "evenlighting" and "smoothlighting" MAPINFO properties.
New editing features avaliable in this mode:
[new] You can Shift-Select (usually Select action = LMB) to select all adjacent surfaces with same texture, Ctrl-Select to select all adjacent surfaces with same height. Ctrl-Shift-Select will also work as expected.
[UDMF] Vertex height offsets ("zfloor" and "zceiling") can be edited.
[UDMF] Using "Increase/Decrease brightness" actions (bound to Ctrl+Mouse Wheel by default) on walls and ceilings will change sidedef/ceiling brightness, using them on floors will change sector brightness, using them on 3d floors will change brightness of 3d floor.
You can use "Toggle geometry effects" action (default key is Tab) to toggle GZDoom's geometry effects, such as slopes, 3D-floors, transfer brightness effects etc.
[new] You can hold Shift while dragging a texture to lock movement to horizontal axis, and Ctrl to lock it to vertical axis.
[new] You can hold Ctrl-Shift while dragging a texture to snap texture offsets to current grid size.
[new] New action: "Align Textures X and Y" (default key is Ctrl-A).
[new] "Auto-align Textures Y" action takes surface peg type into account. It also applies vertical scale of first (highlighted) surface to the rest of aligned surfaces (UDMF only).
[UDMF] Auto-align textures actions now affect sides of 3D floors.
[UDMF] "Auto-align textures" actions now work on floors and ceilings.
[new] [UDMF] New action: "Match Brightness": this action makes the brightness of selected surfaces the same as the brightness of highlighted surface.
[new] New actions: "Lower Floor/Ceiling to adjacent sector" and "Raise Floor/Ceiling to adjacent sector" (default keys are PageDown and PageUp). By default, they will find next lower/higher surface in sectors, adjacent to selected ones, and lower/raise selected sectors to this height. If you hold Ctrl, they will lower/raise sectors to lowest/highest sector inside selection. And they will also drop selected things to ground or align them to ceiling.
[new] [UDMF] New actions: "Scale Texture Up (X)", "Scale Texture Down (X)", "Scale Texture Up (Y)", "Scale Texture Down (Y)" actions. Default keys are Num6, Num4, Num8, Num5.
[new] [UDMF] New actions: "Fit Texture" (default key is Ctrl-Alt-A), "Fit Texture's Width" (Alt-A) and "Fit Texture's Height" (Alt-Shift-A).
[new] New action: "Toggle slope" (default key is Alt-S). Select or highlight upper/lower walls then call this action to add slopes. Select or highlight floors or ceilings then call this action to remove slopes.
[new] New action: "Look Through Selection" (default key is "Y"). This action places visual camera at the same position as selected/highlighted thing and rotates it to match thing's angle. Special handling is available if targeted thing is AimingCamera, MovingCamera, SecurityCamera or InterpolationPoint.
[new] New actions: "Auto-align Textures to Selection (X)", "Auto-align Textures to Selection (Y)" and "Auto-align Textures to Selection (X and Y)".
New actions: "Rotate Clockwise" and "Rotate Counterclockwise", which can be used to rotate things and [new][UDMF] floor/ceiling textures.
Things can be moved horizontally using "Move Thing Forward/Backward/Left/Right" actions.
Things can be moved to cursor position using "Move Thing To Cursor Location" (default key is Ctrl + Middle mouse) action.
Things can be inserted at cursor position using "Insert Item" action (default key is Insert).
Selected things can be deleted using "Delete Item" action (default key is Delete).
Selected things can be cut/copied/pasted at cursor position.
[new] [UDMF] Floor/ceiling texture rotation is now taken into account when moving texture offsets with arrow keys.
[new] [UDMF] New action: "Reset Local Texture Offsets (UDMF)". It will reset upper/middle/lower texture offsets, texture scale and rotation.
[new] [UDMF] "Reset Texture Offsets" action works on floors and ceilings.
[new] Integer (Random) custom field type.
[new] Decimal (Random) custom field type.
Map Analysis mode:
[new] Map Analysis mode can check the map for unconnected vertices.
[new] "Check overlapping lines" finds duplicate linedefs (e.g. when 2 lines have the same start and end positions).
[new] Map Analysis mode can check the map for overlapping vertices. This will check if a vertex is on top of a linedef or another vertex.
[new] Map Analysis mode can check the map for invalid sectors (sectors with less than 3 sidedefs or sectors without area).
[new] Map Analysis mode can check the map for unused textures.
[new] Map Analysis mode can check the map for missing flats.
Map Analysis mode can check the map for unknown things (things, which type is not defined in DECORATE or current game configuration).
Map Analysis window now have "Apply to all errors of this type" checkbox.
Analysis results can be saved to a text file.
Find and Replace mode:
[new] Find and Replace mode now have "Sector Brightness", "Sector Floor Height" and "Sector Ceiling Height" search modes.
Find and Replace Mode can find things and linedefs by their flags.
Find and Replace Mode can find Action with specific argunemts. Syntax is "[Action]; [arg1] [...]".
[new] Nodes Viewer plugin supports ZNODES in "XNOD", "XGLN", "XGL2" and "XGL3" formats.
[new] Selection groups are saved the map's .dbs file.
(G)ZDoom features support:
MD2 and MD3 models rendering in 2D and 3D modes.
[new] VOXLEDEF support.
More complete TEXTURES support.
Partial MAPINFO support.
ACS scripts with #include directives are compiled properly.
PNG and PCX image formats are supported.
PK7 archive format is supported.
Added Linedef Color Presets (can be found in Game Configurations window, more info is available in the documentation).
Merged Visual mode and GZDoom Visual mode into GZDB Visual mode. GZDoomEditing.dll is no longer required. Rendering of (G)ZDoom rendering effects (slopes, 3D-floors etc.) can be toggled in GZDB Visual mode (default key is "Tab", action is Visual modes -> Toggle GZDoom rendering effects).
UDMF: Vertex height offsets ("zfloor" and "zceiling") are shown in GZDB Visual mode.
UDMF: Vertex height offsets can now be edited in GZDB Visual mode. Vertex handles can be toggled using "Toggle Visual Vertices" action (default shortcut is Alt-V) or using GZDoom tool bar.
UDMF: Vertex height offsets can now be edited in Vertex Edit form and are shown in Vertex Info panel.
Auto-align textures: sidedefs of 3D floors are now affected by auto align actions.
Multi-surface MD3 models with multiple textures defined inside model as shaders are now supported.
Multiple "Path" definitions per MODELDEF entry are now supported.
TEXTURES: added support for FlipX, FlipY, Rotate and Blend (both styles) path parameters.
TEXTURES: added support for "Add", "Modulate", "Subtract", "ReverseSubtract" and "Translucent" patch Translucency Styles
Visual mode: things with zero Height and Radius are now rendered.
Visual mode: when the thing category has sprite, and the thing doesn't, category sprite is used.
Visual Mode: geometry of translucent 3D floors now looks much more like in GZDoom.
Visual Mode: insides of 3D floors with "Swimmable" or "Render inside" types are now rendered.
Visual Mode, 3D floors: "16: Use a sidedef's upper texture to draw the sides" flag is now supported.
Visual Mode, 3D floors: "32: Use a sidedef's lower texture to draw the sides" flag is now supported.
Visual Mode, 3D floors: "64: Render the 3D floor using additive translucency" flag is now supported.
Visual Mode, 3D floors: "Ignore bottom height" flag is now supported.
Visual mode: control linedef's info is now shown when side of 3D floor is highlighted.
Visual mode: control linedef's properties are now shown when side of 3D floor is edited.
Thing Edit Form: added "Random angle" checkbox.
Added an option to disable loading of GZDoom's built-in GLDEFS definitions for current game (Preferences -> Appearance -> "Load GZDoom light definitions").
Map Analysis Mode: analysis results can now be saved to a text file.
Bridge mode: when source sidedefs don't have upper/lower textures, their middle textures are used instead.
Tag Explorer plugin: current listings can now be exported to a text file.
Find and Replace mode: added "Sector Brightness" search mode.
Added "Apply to all errors of this type" checkbox to Map Analysis window.
Added an option to enable DB2-style surface highlighting in Visual modes (when enabled, selected surfaces stay highlighted even if "Show Highlight" is set to OFF)
Increased view distance in Visual modes to 9000 map units.
Line angle is now displayed when a line is drawn in Draw Geometry mode.
Updated ZDBSP to 1.18.1.
Updated ZDoom ACC to r3889.
Auto-align textures, UDMF: texture's height was used instead of texture's width during horizontal alignment.
MODELDEF and GLDEFS-related errors and warnings are created more accurately now.
Models were not loaded when MODELDEF, texture and model itself were not in the same resource.
Some parts of MODELDF parser were more strict than GZDoom ones.
Fixed a crash when trying to load a model with more than 32767 vertices.
Visual Mode, 3D floors: textures weren't updated properly in some cases.
Visual mode: Change Brightness action behaves more correctly when used on various parts of sector with 3D floor(s).
Fixed incorrect UV mapping on MD2 models in Visual modes.
KeyUp event wasn't handled properly in some cases, leading to keys being "stuck".
Flood Fill Textures: when processed sidedef had no middle texture, new textures were applied to all parts of sidedef, even if High/Low textures were not required (e.g. on one-sided lines).
When a sector is removed and sector's former sidedef is still used and has upper/lower textures, one of them is now used as sidedef's middle texture, and both of them are removed if they are not required anymore.
DrawEllipseMode and DrawRectangleMode: a line will be created if shape's width or height = 0 (nothing but a single buggy vertex was created previously).
Lumps with names longer than 8 symbols can no longer be found in wads.
UDMF: Undo/Redo is now performed a bit faster (noticeably faster on high-detailed maps like The Refinery).
UDMF Controls form's close using [x] button wasn't handled properly.
Linedef and Sector Edit forms were saving default UDMF texture offsets (which led to increased map size).
Added some boilerplate to UDMF map format reader. If a property value is Integer and expected property type is Float, a value will be casted to float. In other cases of type mismatch, the property will be ignored and a warning will be added to Errors and Warnings window.
Fixed a bug when a linedef was not split when inserting a vertex, when distance from insert position to the linedef was greater than SplitLinedefsRange, but the vertex was placed on top of the linedef when it was snapped to grid.
Find and Replace mode: view was not updated properly when sector's floor or ceiling texture was changed using "Find any texture or flat" or "Sector flat" search modes.
Fixed a crash after performing "Reload MODELDEFS" action, when a texture or model was moved/renamed/deleted without reloading resources.
Fixed a crash on closing the editor when a model had no texture and UnknownTexture3D texture wasn't used anywhere in the map.
UnknownTexture3D was not displayed on models with no texture after performing "Reload MODELDEFS" action.
TranslucentLine (208) action's "additive" property values were inverted.
Fixed possible crash in Tag Explorer plugin.
Fixed several errors in ZDoom_misc.cfg
New in GZDoom Builder 1.13a:
Added multiple engines per game configuration support.
Floor and ceiling textures are now moved more predictably by arrow keys in GZDoom Visual mode.
Walls texture coordinates are always rounded when moved by arrow keys in Visual modes.
Visual modes: selected objects are not highlighted when "Toggle highlight" (H key) option is set to off.
UDMF light editing in GZDoom Visual mode: sector brightness is changed instead of "lightceiling" property if targeted ceiling is part of 3D-floor.
UDMF Controls: increased precision of position and scale controls numeric inputs to 2 decimal places.
Linedef info panel: relative UDMF light values are now shown like this: 16 (128), which means "UDMF light value" ("total surface brightness (UDMF light value + sector brightness)")
Sector/Linedef info panels: in some cases incorrect default values were shown for scale.
Sector/Linedef info panels: numbers are formatted more properly.
Error Checks Mode: added linedef index to message text of all linedef-related errors.
Player is now spawned at camera height when testing from current location in Visual modes.
Focus is now properly restored after testing from current location in Visual modes.
Updated Heretic_sectors.cfg and Heretic_things.cfg as described here: http://www.doombuilder.com/forums/viewt ... f=11&t=357
Changed sprites of artifacts in Hexen_things.cfg to proper ones.
Renamed Skulltag configs to Zandronum
New in GZDoom Builder 1.13:
UDMF: changing brightness of a wall or ceiling in GZDoom Visual mode will change brightness of selected surface, not sector brightness.
Event lines: they show order, in which patrol points and interpolation points are connected in Things and Visual modes.
They also point at action target of currently hilighted linedef/thing/sector in 2D-modes.
Event lines can be toggled via menu button or hotkey (default is "I").
Sector and Sidedef info panels show additional info if a map is in UDMF format.
Z-height of a thing can now be changed in absolute and relative mode in Thing Edit form.
Fixed a crash when a Thing with arguments is pasted in Visual modes.
Fixed several errors in Doom, Skulltag and ACS configs.
Now only the root node of Folder/PK3/PK7 resource is expanded in Textures browser by default.
Lower and Upper portal icons were swapped.
New in GZDoom Builder 1.12h:
Actions and Effects can now be filtered (useful when you remember action/effect name, but don't remember it's number or category):
Vertex scale can now be changed (Preferences -> Interface -> "Vertex scale factor"), this settings controls the size of vertices in 2D Modes:
New in GZDoom Builder 1.12g:
Fixed severe lags during Texture Browser opening when resource wad for current texture had lots of textures.
Texture groups weren't created properly in some cases.
Added linedef direction preview to Draw Geometry mode.
Updated ZDoom ACC to 1.53.
Added several new icons for ZDoom things.
New in GZDoom Builder 1.12f:
Added unknown things check to Error Checker.
Floor and ceiling brightness levels of 3d-floors can now be edited properly in GZDoom Visual mode.
For some reason, folders in Texture browser were sorted in descending order.
Added palette size check to prevent crash if palette is corrupted.
UDMF Controls plugin:
Relative mode is set to false by default.
Limits of Brightness slider were set after setting it's value, so values greater than 100 were set to 100.
Fixed a bug when a plugin tried to access 3d-floor-specific stuff of walls, which weren't part of 3d-floor.
Color Picker plugin:
Current color can now be displayed as HEX (like "FF0000", usefull when you want to paste color easily) or Float (like "0.5 0.12 0.9", usefull when you want to copy/paste color from/to GLDEFS color definition).
Updated to Doom Builder 2 r1604:
Find and Replace Mode: can now find things and linedefs by their flags.
Stuck thing error checker now also regards thing flags.
New in GZDoom Builder 1.12e:
Fixed: inability to change 3d-floor height when control sector is too far away (further than current View distance).
Fixed: "Frame" property wasn't red by MODELDEF parser.
Fixed: PK3 archives are no longer locked when GZDB is running, so you can change their contents without closing the editor.
New in GZDoom Builder 1.12d:
Models rendering height can be toggled between normal and 85% in Preferences->Appearance->"Scale models in Visual modes"
New in GZDoom Builder 1.12c:
TEXTURES patches can now be loaded from anywhere inside resource.
Configs: things from "Cameras and Interpolation" and "Boom Items" categories weren't rendered in Visual modes.
Configs: several new icons are now used for things.
Reverted sectors rendering from 1.12b, because it was done in too hackish way and was causing more and more problems. Models rendered height is now 25% lower instead.
Fixed several small bugs here and there.
New in GZDoom Builder 1.12b:
Sectors are rendered 25% higher in Visual modes (because (G)ZDoom renders them this way).
Things can now be rotated in visual mode (default shortcut is Ctrl-Shift_MScroll).
Added JPG and TGA image format support.
Fixed: TEXTURES files with names other than "textures.ext" will now be loaded (as an example, files named like "textures.something.txt" or "textures_walls.ccp" will be loaded by (G)ZDoom, but not by Doom Builder 2 or previous versions of GZDB).
Fixed: textures defined in TEXTURES have higher priority in (G)ZDoom than images with the same name in "textures" folder.
Fixed another possible crash when MODELDEF is reloaded.
New in GZDoom Builder 1.12a:
AngleOffset, PitchOffset and RollOffset MODELDEF properties are now supported.
Fixed a crash when editor tries to display a model for an actor without a valid sprite in Visual mode.
Fixed a possible crash when MODELDEF is reloaded from 2d-mode.
Fixed Doom2_things.cfg as described here.
UDMF Controls plugin:
Fixed several bugs in plugin's sliders logic.
New in GZDoom Builder 1.12:
Added PK7 archive support.
PK3 archives now load aprox. 40% faster.
Textures browser now shows Folder/PK3/PK7 folder structure.
Technical notice: for textures defined in TEXTURES lump, location of first patch is used as texture path.
ACS scripts from #include and #import directives are now shown in Script name/number dropdowns.
Fixed Decorate parser error while parsing a parameter immediately followed by a closing culy brace.
Fixed several cases when ACS scripts lists used in Edit Thing and Edit Linedef forms wasn't updated when they should (i.e. after compiling a script).
New in GZDoom Builder 1.11a:
Things can now be cut, copied and pasted in Visual modes.
Added Decorate and Modeldef syntax hilighting, autocompletion and item recognition to Script editor.
Textures of floors/ceilings with rotation UDMF flag set are now dragged properly in GZDoom Visual mode.
Sector geometry was not updated properly after Undo/Redo in GZDoom Visual mode.
Fixed an error when user selects multiple things and attempts to view their properties in Doom map format.
Navigator drop-down now updates automatically.
Navigator drop-down now also works for external files.
Script Editor can now autodetect several script types when you open them (currently ACS, Decorate and Modeldef scripts are recognized).
Tag Explorer plugin:
Comments can now be edited properly.
Fixed a bug when Tag Explorer update could block keyboard keys release detection logic.
New in GZDoom Builder 1.11:
Enhanced scripting workflow.
If you add a comment after script opening brace like so:
it will be used as script name in "Script names" drop down and in Thing and Linedef Edit windows drop downs (example script will be named as " My Pseudo-named script").
Notice: "Script names" drop down items are updated when you compile script successfully.
Thing and Linedef scripts can now be set much easier.
Notice: to remove named or regular script, clear script selector text box.
If a Thing or Linedef has named script, it will be shown in info panel.
Thing and linedef arguments can now have default value in configuration files.
Fixed laggy visual camera movement on systems with big uptime.
Fixed Editor crash when nodebuilder fails to build map. A window with error description will be shown instead.
Doom light levels were used even in maps in non-doom map format.
Tag Explorer plugin:
Fixed plugin crash after opening another map.
Fixed unresponsive text entry in Filter text box.
Fixed plugin crash when Doom Builder can't determmine thing category ("UNKNOWN" category will be used instead).
New in GZDoom Builder 1.10a:
Things can now be added (Insert key by default) and deleted (Deletekey by default) in Visual modes.
"Place thing at cursor position" Action places Things much more precisely now.
3d-floor's floor and ceiling can be dragged properly in GZDoom Visual mode.
Things with "hangs" flag are now aligned to ceiling properly in GZDoom Visual mode.
Several fixes in Doom, Doom 2, Heretic and Hexen configs (based on Doom Builder 2 SVN 1553 and 1560)
Added "countsecret" thing UDMF flag to configs.
GZDoom Visual mode is now enabled by default.
Set GZDoom Visual mode default hotkey to "Q".
UDMF Controls plugin:
Scale of 3d-floor's sidedefs textures is now applied properly.
Translation of 3d-floor's sidedefs textures is now applied properly.
Added "hidden" UDMF flag.
Tag Explorer plugin:
TreeView is now updated when thing is deleted.
Fixed possible crash during Editor closing.
Tag Explorer plugin is now compatible with Doom Builder 2.
New in GZDoom Builder 1.10:
Added Tag Explorer plugin. Tag Explorer plugin lets you view all things, sectors and linedefs, which have tags and/or actions/effects set. It allows you to filter by tag or effect number. If current map is in UDMF map format, it also allows you to edit comments of things, sectors and linedefs and search an item by a comment (more detailed description is avaliable in documentation).
Added "ZDBSP - UDMF Normal (no reject)", "ZDBSP - UDMF Normal (zero reject)" and "ZDBSP - Compress nodes (UDMF)" nodebuilder configurations, which build UDMF maps with --extended flag set.
New in GZDoom Builder 1.09b:
You can now move selected Things horizontally in Visual Modes (default keys are Ctrl+Left/Right/Up/Down).
You can now set Thing's X and Y position in Edit Thing menu.
You can now place selected Things at cursor's position in Visual Modes (default shortcut is Ctrl + Middle Click).
New in GZDoom Builder 1.09a:
Added drawing modes to Mode menu, so they are much easier to spot now.
Warnings notify panel blinks much more noticeable when there are warnings.
Upper/lower textures are now applied in a more expected manner in Bridge mode.
Center of map is now shown in 2D-Mode using Highlight color.
UDMF Controls plugin:
3D-floor surfaces can be edited now.
Relative mode is now enabled by default.
Scale control now works properly in relative mode.
Angle control's angle indicator in now drawn properly when value is changed using numeric control.
New in GZDoom Builder 1.09:
Added UDMF Controls plugin. You can use it to set lots of sector, linedef and sidedef UDMF properties in Visual Modes with real-time preview (more detailed description is avaliable in documentation).
Added "Snap selected vertices to grid" mode (found in Edit menu).
New in GZDoom Builder 1.08:
Added Bridge mode.
Documented all GZDoom Builder specific features (press F1 in the editor).
New title screen (176% cooler than the old one!)
New in GZDoom Builder 1.07f:
Crash fix in 1.07e was not implemented properly...
New in GZDoom Builder 1.07e:
Fixed a crash when GZDoom Builder tried to load game-specific GLDEFS lump for unknown game.
Fixed a typo in "Hexen_things.sfg".
Updated to Doom Builder 2 SVN rev. 1564:
- Improved stuck thing error checker: now takes vertical position of things into account (where applicable).
New in GZDoom Builder 1.07d:
Added "Test Map from current position" action (default shortcut is Ctrl-F9), which lets you play the game from cursor position if you are in 2D-Mode, and from camera location if you are in Visual Mode.
Added "Sync camera position between 2D and 3D modes" (found in Preferences -> Interface -> Options), which automatically centers 2D-mode on camera position when you leave Visual Mode, and places camera at cursor position when you toggle from 2D-mode to Visual Mode (unless you have Visual Mode camera thing in your map).
Several improvements in Draw Rectangle and Draw Ellipse modes: added info label with current bevel amount and subdivision level; bevel amount now applied properly when shape size is smaller than it.
New in GZDoom Builder 1.07c:
Added Draw Rectangle Mode (see included documentation).
Added Draw Ellipse Mode (see included documentation).
Added PCX image format support.
Removed BMP image format support since it's not used in (G)ZDoom.
Fixed minor bug in Drawing Mode when adding second vertex at the same position as first still resulted in valid edit with undo and stuff.
New in GZDoom Builder 1.07b:
Visplane Explorer plugin will show warning message instead of chashing if current map is not in Doom map format.
Fixed a crash when trying to undo sector creation in Visual Modes.
Fixed incorrect colors in Script Editor.
New in GZDoom Builder 1.07a:
Updated to Doom Builder 2 SVN rev. 1554:
- Fixed a bug in the Visplane Explorer plugin that caused it to crash when the Preferences dialog is closed without any map open.
- Now only blocking things are reported in the stuck thing <-> thing error checker, also fixed some inaccuracies
Updated ZDoom ACC to SVN rev. 3428, updated ZDoom_ACS.cfg and Game configs accordingly.
Doom-style walls shading is now disabled for light levels 253 and above (as in GZDoom r1400).
Doom-style walls shading is now applied in Visual Mode.
Added VisplaneExplorer plugin.
New in GZDoom Builder 1.07:
Updated to Doom Builder 2 SVN rev. 1549.
Dynamic lights defined in GLDEFS are now rendered in Visual modes (currently only one light per Thing is supported). Read note below about loading GLDEFS for default game classes.
Several values from (Z)MAPINFO are now used in Visual modes. List of supported properties:
Added "Reload GLDEFS", "Reload (Z)MAPINFO" and "Reload MODELDEF" menu options (in "Tools" section).
MODELDEF parser now checks which models are used in first frame.
Dynamic lights are now created with more meaningful default parameters.
Doom-style wall shading is more... Doom-ish now.
Added errors and warnings indicator to main window (bottom-right corner). You can click on it to open Errors and warnings window.
New in GZDoomBuilder 1.06c:
Fixed incorrect rendering of MD3 models with more than one MD3 Surface.
Fixed a bug introduced in 1.06b when models weren't rendered in Visual mode when Fullbright mode was on.
New in GZDoomBuilder 1.06b:
Models with transparent textures are now rendered correctly.
Models with negative scale set in MODELDEF are now rendered correctly.
New in GZDoomBuilder 1.06a:
MODELDEFs and models can now be loaded from PK3 resources (does anybody know if models or MODELDEFs can be stored in WADs?).
Negative scale and zOffset are now correctly parsed from MODELDEFs (model surfaces may be inverted though).
Fixed a crash while reading MODELDEFs when Operation System's decimal separator was set to comma.
Fixed a crash when user changed Thing type in Visual mode to a new one with model override, which wasn't previously used in a map.
Fixed a bug introduced in 1.06 when models weren't rendered in Visual mode when Fullbright mode was on.
Non-breaking space is now correctly handled by all Doom Builder's data parsers.
Fixed a crash when user attempted to open ColorPicker window to edit sector properties in Visual mode, using hilighted surface as selection source, without selecting anything before doing so.
New in GZDoomBuilder 1.06:
Fog rendering (including colored fog in maps in UDMF format).
Fixed lots of bugs in model loading and rendering.
Added "Toggle GZDoom Effects" button, which currently toggles dynamic lights, models and fog rendering.
Model loading process is more verbose now, so if something goes wrong, check Errors and Warnings window (F11) for details.
You can now select surfaces in 3D-mode and then open Color Picker window to edit sector colors of sectors, to which these surfaces belong.
If nothing is selected, you can hilight a surface and then open Color Picker window to edit sector colors of sector, to which hilighted surface belongs.
If nothing is selected, you can hilight a Light Thing and then open Color Picker window to edit it's properties.
New in GZDoomBuilder 1.05с:
Fixed a crash in Color Picker plugin when user tried to set Sector or Fade color to multiple sectors.
New in GZDoomBuilder 1.05b:
Actors, which can't be placed in editing mode aren't added to MODELDEF override list, thus preventing possible crash on map open.
New in GZDoomBuilder 1.05a:
Fixed incorrect rendering of 3D-floors, masked and transparent surfaces introduced in 1.05...
Additive transparent surfaces aren't affected by dynamic lights now (because they aren't affected in GZDoom).
New in GZDoomBuilder 1.05:
Color Picker plugin to set light properties and sector colors with real-time preview.
Point, Flicker and Pulse light animation should now look almost exactly as seen in GZDoom.
Fixed a bug when editing thing properties in Visual mode didn't update visual thing.
Fixed incorrect doom-style walls shading when sector has "lightcolor" property set.
Fixed "Index was outside the bounds of the array in CalculateNormalsAndShading()" error.
GZDoomBuilder will now show error message prior to failing.
New in GZDoomBuilder 1.04a:
Sector dynamic lights are now rendered properly.
New in GZDoomBuilder 1.04:
Added "Dynamic light size" slider (found in Tools->Preferences->Appearance), which matches GZDoom's "Light size" option.
Added "Dynamic light intensity" slider (found in Tools->Preferences->Appearance), which matches GZDoom's "Light intensity" option.
Fixed Vavoom light rendering (was rendered as additive light, light radius was twise smaller than in GZDoom)
Fixed bug in light rendering introduced in v1.03 (light radius was set to -1 when switching from 2D to 3D mode).
New in GZDoomBuilder 1.03:
Increased dynamic lights rendering performance (currently I'm getting around 25 FPS in Spawn's MAP01 with 32 dynamic lights and rendering distance set to 3000, was getting 4-6 FPS in GZDoomBuilder 1.02).
Several fixes in animated lights rendering (secondary light radius can now be smaller than primary light radius, Pulse Light's maximum radius was rendered twise bigger than in GZDoom).
New in GZDoomBuilder 1.02:
All dynamic light types are now rendered correctly.
Added Doom-style shading on walls (walls going from west to east are slightly darker than walls going from north to south)
Masked surfaces are now correctly lit by dynamic lights.
Fixed several bugs in models rendering.
New in GZDoomBuilder 1.01:
All animated light types (pulse, flicker, random).
All dynamic light types (regular, additive, subtractive).
3d floors are now lit by dynamic lights.
MD2 models support.
New setting to control maximum number of dynamic lights to render (found in Tools->Preferences->Appearance->"Max. dynamic lights to render" slider)
Sky as seen in GZDoom.
Microsoft Visual C++ 2010 Redistributable Package (x86) (required only by Nodes Viewer plugin)
If you already have Doom Builder 2 installed, you don't need to install any of these:
Microsoft .Net Framework 3.5 (if you already have .Net Framework 4.0 or later installed, you'll still need to install 3.5 version, because newer versions are not backwards compatible with it!)
DirectX 9.0 Runtime
SlimDX (x86 version) - no longer required by SVN builds.
• 2.4 GHz CPU or faster. (Multi-core recommended)
• Windows XP, Vista or 7.
• Graphics card with Pixel Shader model 2.0 support.
If the manual doesn't work (Windows Vista/7/8):
a) Right-click the .CHM file that you are trying to view and choose “Properties”.
b) On the “General” tab, click the button labeled "Unblock".
c) Click on “Ok”.
Incorrect UV-mapping on some of MD2 models.
Other stuff which may interest you:
Simple Quake Launcher - a ZDL-inspired map launcher for Quake.
Download the latest SVN build from DRD Team
View recent SVN activity