GZDoom Builder 2.3
Re: GZDoom Builder 1.14
EDIT: Nevermind! Thanks to Gez I found out that all I had to do was copy "Doom.cfg" from the DB2 configurations folder into the same folder for GZDB, then select "Doom" for my map's game configuration. I've been vanilla mapping in GZDoom like a total dumb. Dur hur.
Maybe this has already been addressed, but how troublesome would it be to limit the ability to place flats on walls and textures on ceilings/floors while mapping in straight Doom mode? The reason isn't because of the potential to place a texture on a wall accidentally, but because it's a minor pain having to sort through textures when you're just looking for a flat.
So specifically, this is a feature request to hide flats when browsing for textures and vice versa.
Maybe this has already been addressed, but how troublesome would it be to limit the ability to place flats on walls and textures on ceilings/floors while mapping in straight Doom mode? The reason isn't because of the potential to place a texture on a wall accidentally, but because it's a minor pain having to sort through textures when you're just looking for a flat.
So specifically, this is a feature request to hide flats when browsing for textures and vice versa.
Last edited by Dortold on Tue Mar 26, 2013 5:45 am, edited 1 time in total.
Re: GZDoom Builder 1.14
I'm pretty sure this is already handled by the configurations. If you don't use a ZDoom or Eternity config, flats/wall texture mixing should be disabled.
Re: GZDoom Builder 1.14
I have to agree that having FLATs and wall textures mixed together is sometimes troublesome. For that reason, it would also be useful to have something to toggle it before map load (like the "Patches between P_START and P_END" thing) in ANY mode, not just in Vanilla Doom.Dortold wrote:limit the ability to place flats on walls and textures on ceilings/floors while mapping in straight Doom mode?
- Siberian Tiger
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Re: GZDoom Builder 1.14
If it helps, I added an ASCII file (SVNHistory.txt) that holds all of the SVN revision logs regarding GZDoom Builder. Does this help a little?Kappes Buur wrote:Could it be placed into the About box?MaxED wrote:Sadly, it's not stored anywhere inside the program.Kappes Buur wrote:1. When GZDoombuilder is opened, where can I find the revision number?
Or, perhaps, into the cfg file, or the log file?
Source
Re: GZDoom Builder 1.14
Is it possible to change a UDMF value's default to a custom value upon creation? For example, I want my X/Y scale for floor, ceilings, and front/back sidedefs to be defaulted to 2 instead 1...
- Kappes Buur
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Re: GZDoom Builder 1.14
A little is better than nothing.Siberian_Tiger wrote: If it helps, I added an ASCII file (SVNHistory.txt) that holds all of the SVN revision logs regarding GZDoom Builder. Does this help a little?
My concern is, though, that to know which version I am running is reliant on a separate file, which easily could be out of synch.
Re: GZDoom Builder 1.14
No. Most of them are not added to thing/sector/linedef/sidedef by default.Nash wrote:Is it possible to change a UDMF value's default to a custom value upon creation? For example, I want my X/Y scale for floor, ceilings, and front/back sidedefs to be defaulted to 2 instead 1...
EDIT: Isn't it better to use TEXTURES to do "default" scaling?
Re: GZDoom Builder 1.14
TOO LATE! Added in r1659!Dortold wrote:EDIT: Nevermind! Thanks to Gez I found out that all I had to do was copy "Doom.cfg" from the DB2 configurations folder into the same folder for GZDB, then select "Doom" for my map's game configuration. I've been vanilla mapping in GZDoom like a total dumb. Dur hur.
Maybe this has already been addressed, but how troublesome would it be to limit the ability to place flats on walls and textures on ceilings/floors while mapping in straight Doom mode? The reason isn't because of the potential to place a texture on a wall accidentally, but because it's a minor pain having to sort through textures when you're just looking for a flat.
So specifically, this is a feature request to hide flats when browsing for textures and vice versa.
- Siberian Tiger
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- Preferred Pronouns: He/Him
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Re: GZDoom Builder 1.14
Kappes Buur wrote:A little is better than nothing.Siberian_Tiger wrote: If it helps, I added an ASCII file (SVNHistory.txt) that holds all of the SVN revision logs regarding GZDoom Builder. Does this help a little?
My concern is, though, that to know which version I am running is reliant on a separate file, which easily could be out of synch.
Without a doubt that issue can occur, but I'll try my best to keep that file in sync. Usually when I write posts on the DRDTeam forums regarding SVN uploads - there is a few steps that I have todo manually, there's a lesser chance that the ascii file will be out-of-sync but the chances are always there. I'll try to find a better solution in Beta 8 or Beta 9 (if I can) of Bootless Star.
Re: GZDoom Builder 1.14
Max, what is your preferred way for contributing patches?
Re: GZDoom Builder 1.14
I'm using Tortoise SVN, so, I suppose a diff patch created by it will do (I have no idea, whether diff patches, created by different subversion clients, are compatible or not).
Re: GZDoom Builder 1.14
Are those the only options? If so, I wonder, should patches (which can also be placed on a floor/line) be included as an option? What about distinguishing between textures that are found between TX markers in a wad (or the textures folder in a zip) versus traditional TEXTURE1 textures? What about textures defined in the modern TEXTURES lump versus traditional TEXTURE1 entries? I don't know how many, if any, of these should be included. I'm just throwing the idea out there.MaxED wrote:
Re: GZDoom Builder 1.14
Just how often you'll require such sort of filtering? Current options replicate "mixtexturesflats" flag from game configurations.
Re: GZDoom Builder 1.14
I quite often toggle the show patches and show TX options in DeePsea when I am looking for a particular graphic.
Spoiler:
Re: GZDoom Builder 1.14
Hello, I created a patch that contains some enhancements dealing with scripts.
Changes:
Additionally:
Changes:
- Map scripts that #include or #import another file, will locate and copy it into the compiler area so that it will get properly compiled. This allows for relative path libraries that are stored in a pk3 file or folder structure. Example: #import "acs_src/mylibrary.acs"
- Now that compilation and script parsing are harmonized, library scripts now show up in the script drop-down menu
- The script drop-down list will now display a green background for imported scripts
- The user may now search for lines or things that contain specific action arguments, when using the action search type. This requires typing the search query in a specific format: action;arg0,arg1,arg2,arg3,arg4 -- If the argument is 0 or missing, that argument will be skipped.
Additionally:
- I noticed after i got latest this morning that pressing the new tag button on a line or thing, when it already has a tag, will cause the new tag to be ignored on save. manually typing the number and saving is not affected.
- A team member has noted that the "Autuomatic clear in classing modes" option that clears selections out on click is no longer working
- Attachments
-
- acs_enhancements.zip
- Code Patch
- (3.65 KiB) Downloaded 35 times