GZDoom Builder 2.3

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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Fixed in r1701.
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Sicamore
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Re: GZDoom Builder 1.14

Post by Sicamore »

Which revision is the main download running?
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

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Sicamore
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Re: GZDoom Builder 1.14

Post by Sicamore »

Oh yes I just saw on main page. Heh.

Thanks, runs nicely! Keep up great work!

:D
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Kappes Buur
 
 
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Re: GZDoom Builder 1.14

Post by Kappes Buur »

[r1702] As to converting maps to UDMF format:

When selecting the UDMF format, the MAPxx is dropped, which makes selecting a map ..... uhm, difficult.

[edited] that happened because I did it wrong :oops:
Last edited by Kappes Buur on Tue Jun 04, 2013 12:21 pm, edited 1 time in total.
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Probably... the wad you are opening is not in UDMF format? If that's not the case, can you send it to me?
tashita
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Re: GZDoom Builder 1.14

Post by tashita »

Ok im sorry if im being annoying but I dont really get it. So I want to make a map for Zandronum using GZ and I want to make sure there are no incompatibilities. How do I set it up? is there any step by step tutorial for this?
The map is opening normally if I use GZdoom: Doom (UDMF Format), the MAP01 and all the resources load and I didn't configure anything, I just set Zandronum as the exe to use when I test play and everything works. The only thing that im having a problem with is during 3D preview, I cant see my custom dynamic lights (pointlights, flickerlights etc). The dynamic lights attached for default objects like the Doom2 lamp sprites are showing in 3D view, but not my custom ones. All the lights are there correctly in game.
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

That's strange. By custom dynamic lights you mean dynamic light things or dynamic lights attached to actors via GLDEFS? In any case, can you send me the map?..
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Kappes Buur
 
 
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Re: GZDoom Builder 1.14

Post by Kappes Buur »

I must apologize for making the previous post. I did not follow the correct procedure.

[r1704] As to converting maps to UDMF format:

Activation triggers are blanked out.
Spoiler:
If needed, the map is http://www.doomworld.com/idgames/index. ... asc&page=1

The map plays correctly, so I'm not sure how important this is, the namespace items are not cleared.
Spoiler:
However, one side effect of not clearing the namespace things is, GZDB cannot determine the format of the map.
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Kappes Buur
 
 
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Re: GZDoom Builder 1.14

Post by Kappes Buur »

[r1706] As to converting maps to UDMF format:

Activation trigger 'Player walks over' is translated to 'Pass use on'.


Both 'save screenshot' give 'Unhandled exception ....'
Spoiler:
Details
Spoiler:
updated Key Assignments for GZDB_r1706
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Kappes Buur wrote:Activation trigger 'Player walks over' is translated to 'Pass use on'.
Fixed in r1707.
Kappes Buur wrote:Both 'save screenshot' give 'Unhandled exception ....'
Added some boilerplate and probably fixed in r1707...
Kappes Buur wrote:updated Key Assignments for GZDB_r1706
GZDB can now save keyboard shortcuts reference to html file (Help -> Keyboard Shortcuts Reference) (r1708).
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Kappes Buur
 
 
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Re: GZDoom Builder 1.14

Post by Kappes Buur »

MaxED wrote:
Kappes Buur wrote:Both 'save screenshot' give 'Unhandled exception ....'
Added some boilerplate and probably fixed in r1707...
[r1709]
Image

and my system, just in case .....
Image
Nvidia driver: 311.06
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Can you test screenshot saving with this builder.exe?
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Kappes Buur
 
 
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Re: GZDoom Builder 1.14

Post by Kappes Buur »

Same result, unfortunately.
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

What about this one?
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