GZDoom Builder 2.3
Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130
Newsflash! (r1986)
1. Action Browser form: keyboard focus is now set to Filter text box by default.
2. Added "Reset" button to Tag selector control.
3. Visual mode: some parts of 3d floor were shown even when it was above real ceiling/below real floor.
4. Visual mode: real floor was colored by 3d floor's color even when 3d floor was below real floor.
5. Updated Zandronum compiler.
Download GZDoom_Builder-r1986.7z
1. Action Browser form: keyboard focus is now set to Filter text box by default.
2. Added "Reset" button to Tag selector control.
3. Visual mode: some parts of 3d floor were shown even when it was above real ceiling/below real floor.
4. Visual mode: real floor was colored by 3d floor's color even when 3d floor was below real floor.
5. Updated Zandronum compiler.
Download GZDoom_Builder-r1986.7z
Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130
Newsflash! (r1987)
1. Sectors mode: things inside of selected sectors can be moved when dragging sectors. This behavior can be toggled by the new button on Sectors mode's toolbar. When enabled, all things inside of selected sectors will be dragged when dragging sectors. Otherwise, selected things will be dragged.
2. Sectors mode: changed Alt-key handling, because old behaviour (select things inside of selected sector) was clashing with the new one (enable "snap to grid increment" mode). Now it only enables "snap to grid increment" mode.
3. Things mode: "snap to grid increment" mode (Alt key while dragging things) now works in this mode.
Download GZDoom_Builder-r1987.7z
1. Sectors mode: things inside of selected sectors can be moved when dragging sectors. This behavior can be toggled by the new button on Sectors mode's toolbar. When enabled, all things inside of selected sectors will be dragged when dragging sectors. Otherwise, selected things will be dragged.
2. Sectors mode: changed Alt-key handling, because old behaviour (select things inside of selected sector) was clashing with the new one (enable "snap to grid increment" mode). Now it only enables "snap to grid increment" mode.
3. Things mode: "snap to grid increment" mode (Alt key while dragging things) now works in this mode.
Download GZDoom_Builder-r1987.7z
Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130
Important Publical Announcement (yeah, another one):
I won't be available for the next two weeks. Feel free to post bug reports/feature requests, but don't expect them to be fixed/added till then...
I won't be available for the next two weeks. Feel free to post bug reports/feature requests, but don't expect them to be fixed/added till then...
Re: GZDoom Builder 1.14
Drag Things with sectors is ultra useful! Thank you MaxED!!!
Re: GZDoom Builder 1.14
Newsflash! (r1991)
1. When several map elements are selected, you can set a tag range by entering "++N" or "--N" as a tag.
Example:
2. Thing, Linedef, Sector Edit forms: in some cases flags were set to "enabled" state when they should have been set to "mixed" state when editing multiple map elements.
3. Prefabs parsing was broken.
4. Some game configuration settings were not removed from GZBuilder.cfg after removing them in the Game Configurations form (namely, deletion of texture sets, test engines or linedef color presets was not actually removing them from the config file).
Download GZDoom_Builder-r1991.7z
1. When several map elements are selected, you can set a tag range by entering "++N" or "--N" as a tag.
Example:
Spoiler:Warning: setting tag ranges this way doesn't check if tags being set are already used in the map. If you need that functionality, set tag ranges using the Tag Range plugin.
2. Thing, Linedef, Sector Edit forms: in some cases flags were set to "enabled" state when they should have been set to "mixed" state when editing multiple map elements.
3. Prefabs parsing was broken.
4. Some game configuration settings were not removed from GZBuilder.cfg after removing them in the Game Configurations form (namely, deletion of texture sets, test engines or linedef color presets was not actually removing them from the config file).
Download GZDoom_Builder-r1991.7z
- Kappes Buur
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Re: GZDoom Builder 1.14
[feature request]
When GZDoom Builder starts up, the version is displayed in the top left corner:
Is there a way to retain the version display when the editor window comes up?
When GZDoom Builder starts up, the version is displayed in the top left corner:
Is there a way to retain the version display when the editor window comes up?
Re: GZDoom Builder 1.14
Something needs to be changed about the sector light value. It's capped at 0-255, despite the possible values being -32768 to 32767 (it's stored as a signed short). Vanilla maps tend to use this to "delay" light glow effects, and value 256 is actually visibly different from 255 (it has a notable effect on fake contrast).
Removing this cap would be great.
Removing this cap would be great.
Re: GZDoom Builder 1.14
Though I would say make it an option. It's nice to have the luxury of limited light values when you're doing lighting proper. Though definitely make the cap 256 instead of 255.
- Siberian Tiger
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Re: GZDoom Builder 1.14
MaxED, you don't need to worry about releasing the SVN Builds anymore, I have settled down now and I have finally moved to another location. Just an FYI, unless you prefer to have another mirror?
Re: GZDoom Builder 1.14
Changed in r1992:
Sector Edit Form: negative brightness can now be entered (this changes possible brightness values from 0..32767 to -32768..32767).
Doom_misc.cfg, ZDoom_misc.cfg: changed the highest "sectorbrightness" value to 256 (was 255).
Sector Edit Form: negative brightness can now be entered (this changes possible brightness values from 0..32767 to -32768..32767).
Doom_misc.cfg, ZDoom_misc.cfg: changed the highest "sectorbrightness" value to 256 (was 255).
Certainly, this can be easily done, but I personally don't like when programs dump too much stuff there. I mean, it can be helpful only if you have several different GZDB builds open at the same time, and usually that's not an ordinary editing situation (at least, I suppose so).Kappes Buur wrote:Is there a way to retain the version display when the editor window comes up?
Splendid!Siberian Tiger wrote:MaxED, you don't need to worry about releasing the SVN Builds anymore.
- Caligari87
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Re: GZDoom Builder 1.14
Just to clarify, are build still gonna be released, just not by MaxED? Or is this moving to a different release model?MaxED wrote:Splendid!Siberian Tiger wrote:MaxED, you don't need to worry about releasing the SVN Builds anymore.
Re: GZDoom Builder 1.14
I'm moving GZDB to "Pay to win" model. Basically it will be "the more you donate me the better maps you'll make".
Spoiler:
- Caligari87
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Re: GZDoom Builder 1.14
Ah, I understand now, thank you
- Kappes Buur
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Re: GZDoom Builder 1.14
MaxED wrote:Certainly, this can be easily done, but I personally don't like when programs dump too much stuff there. I mean, it can be helpful only if you have several different GZDB builds open at the same time, and usually that's not an ordinary editing situation (at least, I suppose so).Kappes Buur wrote:Is there a way to retain the version display when the editor window comes up?
- You are quite right, in itself it usually does not matter for an editing session if one knows, or not , which version one uses.
- I'm thinking more of the occasion when taking screenshots during the period of constructing a map, and various versions of the editor were used.
Just for back referencing.
- Or, when trying to help someone with overcoming a mapping problem. Especially when most mappers, still using an older version of GZDB, or worse Doombuilder2, don't realize the benefits which a new version of GZDoom Builder brings to the mapping experience.
- Kappes Buur
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Re: GZDoom Builder 1.14
[feature request]
When taking screenshots with the built-in hotkeys during a mapping session, they wind up in the X:/GZDB/Screenshots folder.
It would be nice if I could specify a specific folder anywhere on a drive. Even if I had to manually enter a path in the GZBuilder.cfg or .dbs file.
When taking screenshots with the built-in hotkeys during a mapping session, they wind up in the X:/GZDB/Screenshots folder.
It would be nice if I could specify a specific folder anywhere on a drive. Even if I had to manually enter a path in the GZBuilder.cfg or .dbs file.