GZDoom Builder 1.14. Based on Doom Builder 2 SVN rev. 1604. GZDoom Builder is a fork of Doom Builder 2, which i've started in march 2012. It's aim is to add some GZDoom features to Doom Builder 2 and improve usability where I see fit
Features: Dynamic lights (all types) are rendered in Visual mode. Dynamic lights defined in GLDEFS are rendered in Visual mode. Animated lights. Fog rendering (including colored fog in maps in UDMF format). MD2 and MD3 models rendering in 2D and 3D modes. More complete TEXTURES support. Enhanced scripting workflow. Custom linedef colors. Multiple engines per game configuration support. Textures browser shows folder structure of Folder/PK3/PK7 resources. Partial GLDEFS and (Z)MAPINFO support. Draw Rectangle, Draw Ellipse and Bridge modes. Ability to move, cut, copy, paste, insert and delete Things in Visual modes. Sector and Sidedef info panels show additional info if a map is in UDMF format. Event lines. "Test Map from current position" feature. "Sync camera position between 2D and 3D modes" feature. "Place Things at cursor position in Visual mode" feature. JPG, TGA and PNG image format support. PK7 archive format support. Color Picker plugin. UDMF Controls plugin. Tag Explorer plugin.
Warning: GZDoom Visual mode plugin is no longer used by GZDoom Builder and will not be supported in the future versions. If you are going to update an existing copy of GZDB, make sure to remove GZDoomEditing.dll from "Plugins" folder!
New in GZDoom Builder 1.14: Features: Added Linedef Color Presets (can be found in Game Configurations window).
Spoiler:
You can create custom linedef color presets to show linedefs with any combination of action, flags and activation using specified color in 2D modes.
Technical notice: color presets are evaluated from top to bottom, so if you have a setup like this: "Any action" [no flags] [any action] [no activation] "Slopes" [no flags] [action 181] [no activation] "Slopes" preset will never be used.
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. Updated documentation.
Fixes: 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
Changelog:
Spoiler:
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. Fixed: 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. Script Editor: 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.
Spoiler:
Script editor now has "Script names" drop down, which allows you to view and select individual scripts faster.
Pseudo-named scripts 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 "[1] 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. Example:
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: • fade • outsidefog • vertwallshade • horizwallshade • evenlighting • smoothlighting 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. ColorPicker plugin: 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. ColorPicker plugin: 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. Bugfixes: 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: Improved performance. 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)
Planned features: Render sprites in 2D mode instead of thing boxes. Sky as seen in GZDoom.
is it safe for me to just dump this into my current Doom Builder 2 r1489 folder and start using it right away? Or is there anything I need to be aware of?
Well, original Builder.exe will be overwritten with mine and game configurations (especially "Includes" folder) may be messed up. Other than that it should be fine
Xtyfe wrote:Instead of making a fork, why not help codeimp improve his gzdoom plugin?
That was my first thought. But after looking through code, I did't find a way to do that in a plugin (because I don't think Doom Builder's core classes like Render2D/3D or WorldVertex, or shader related ones can be changed/overriden by plugin). Besides, there isn't much activity in Doom Builder 2 development now.
Xtyfe wrote:Instead of making a fork, why not help codeimp improve his gzdoom plugin?
That was my first thought. But after looking through code, I did't find a way to do that in a plugin (because I don't think Doom Builder's core classes like Render2D/3D or WorldVertex, or shader related ones can be changed/overriden by plugin). Besides, there isn't much activity in Doom Builder 2 development now.
I see, well i'm happy either way that you have taken this over
Dude, if this works the way I hope it does I f'ing love it! Downloading ASAP!
I've always thought it would be awesome to implement Worldcraft-like features into Doom Builder.
Edit: never mind, the program crashes immediately at startup. :C ("GZDoom Builder has stopped working") Glad I didn't overwrite my old Doom Builder for this.
Agentbromsnor wrote:I think I have .NET installed, not sure though. Can you provide me with a link? I still have GZBuilder on my desktop so I can try again.
There are setup files for .Net Framework 3.5 and SlimDX 2.0 in "GZDoomBuilder 1.0\Setup\" folder
Works great so far, and I was about to report that the dynamic lights don't work on 3-d floor sectors, but it looks like you are aware of the issue. Hope this gets fixed.
Also looking forward to dynamic lights from DECORATE actors/GLDEFS.
Agentbromsnor wrote:I think I have .NET installed, not sure though. Can you provide me with a link? I still have GZBuilder on my desktop so I can try again.
There are setup files for .Net Framework 3.5 and SlimDX 2.0 in "GZDoomBuilder 1.0\Setup\" folder
I installed both of them and its still crashing upon startup...