GZDoom Builder 2.3
- Kappes Buur
-
- Posts: 4114
- Joined: Thu Jul 17, 2003 12:19 am
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Re: GZDoom Builder 1.14
It did create a folder 'Screenshots', but it is empty.
- Kappes Buur
-
- Posts: 4114
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
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Re: GZDoom Builder 1.14
Success
How does Ctrl+F12 work, supposedly being able to edit the area?
Spoiler:But the image is very blurry, even before Imgur compressed it.
How does Ctrl+F12 work, supposedly being able to edit the area?
Re: GZDoom Builder 1.14
OK. Comitted the fix in r1710 and increased screenshots jpg quality to 90.
Re: GZDoom Builder 1.14
No-no-no, it just captures editing area only, not the whole GZDB window (and I've probably mislabeld it. Does "Capture Screenshot (editing area)" make more sense?..)Kappes Buur wrote:How does Ctrl+F12 work, supposedly being able to edit the area?
- Kappes Buur
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- Posts: 4114
- Joined: Thu Jul 17, 2003 12:19 am
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Re: GZDoom Builder 1.14
Ah, okay.
So, it's a screenshot of the whole map as fitted to the screen
So, it's a screenshot of the whole map as fitted to the screen
Spoiler:versus a screenshot of just the zoomed-in area, but without the toolbars.
Spoiler:
- Kappes Buur
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Re: GZDoom Builder 1.14
[r1710] As to converting maps to UDMF format:
After conversion to UDMF, GZDB could not determine the map format, when the converted map was saved and reopened.
Here is what I found, each image depicts the map lumps before conversion, after conversion and after clean-up:
Case 1
A basic map with just the map namespace
moved. Also, the old namespace lumps are still present. Rearranging and deleting lumps, cleaned this up.
Case 2
A map with some images proceeding the namespace
now indicated as an empty marker. After clean-up it reverts to the image when clicking on other images
first.
Case 3
Similar to case 2 but a marker proceeds the namespace
It appears, that any lump immediately above MAP01 gets this treatment.
After the clean-up, the maps I tested so far, played perfectly after conversion from Hexen format to UDMF.
And no extraneous vertices as with WAD2UDMF.
[edit]
If, after the clean-up step, the Scripts lump is for some reason above the MAPxx lump, then GZDB will not be able to display the contents of the 'SCRIPTS' lump.
After conversion to UDMF, GZDB could not determine the map format, when the converted map was saved and reopened.
Here is what I found, each image depicts the map lumps before conversion, after conversion and after clean-up:
Case 1
A basic map with just the map namespace
Spoiler:After conversion, the pwad contains the UDMF namespace, but the lumps BEHAVIOR and SCRIPTS have not been
moved. Also, the old namespace lumps are still present. Rearranging and deleting lumps, cleaned this up.
Case 2
A map with some images proceeding the namespace
Spoiler:After conversion, the same thing with the namespace lumps as above. The lump, which was above MAP01 is
now indicated as an empty marker. After clean-up it reverts to the image when clicking on other images
first.
Case 3
Similar to case 2 but a marker proceeds the namespace
Spoiler:Same as case 2, but with a marker (S_END) above MAP01.
It appears, that any lump immediately above MAP01 gets this treatment.
After the clean-up, the maps I tested so far, played perfectly after conversion from Hexen format to UDMF.
And no extraneous vertices as with WAD2UDMF.
[edit]
If, after the clean-up step, the Scripts lump is for some reason above the MAPxx lump, then GZDB will not be able to display the contents of the 'SCRIPTS' lump.
Last edited by Kappes Buur on Mon Jun 10, 2013 4:23 pm, edited 1 time in total.
Re: GZDoom Builder 1.14
I am consistently running into an exception when clicking on a tag to edit in the tag explorer, and then clicking on another tag.
This seems to happen if you make no changes to the tag comment and then stop editing. Null reference exception.
This seems to happen if you make no changes to the tag comment and then stop editing. Null reference exception.
Code: Select all
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at CodeImp.DoomBuilder.TagExplorer.NodeInfo.setComment(String comment)
at CodeImp.DoomBuilder.TagExplorer.TagExplorer.treeView_AfterLabelEdit(Object sender, NodeLabelEditEventArgs e)
at System.Windows.Forms.TreeView.OnAfterLabelEdit(NodeLabelEditEventArgs e)
at System.Windows.Forms.TreeView.TvnEndLabelEdit(NMTVDISPINFO nmtvdi)
at System.Windows.Forms.TreeView.WmNotify(Message& m)
at System.Windows.Forms.TreeView.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
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Win32 Version: 2.0.50727.5466 (Win7SP1GDR.050727-5400)
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Builder
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System
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System.Windows.Forms
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System.Drawing
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SlimDX
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msvcm90
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BuilderModes
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BuilderEffects
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ColorPicker
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CommentsPanel
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CopyPasteSectorProps
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NodesViewer
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Statistics
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TagExplorer
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SharpCompress.3.5
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----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Re: GZDoom Builder 1.14
Sorry if I'm asking something that's already been, but.. Is the WadAuthor mode supposed to do something?
- Kappes Buur
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- Posts: 4114
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
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Re: GZDoom Builder 1.14
This probably says it besthfc2x wrote:Sorry if I'm asking something that's already been, but.. Is the WadAuthor mode supposed to do something?
http://forum.drdteam.org/viewtopic.php? ... 135#p53708
Re: GZDoom Builder 1.14
Mmm... You can make the visual mode "full brightness" tool affects the classic 2D mode?
Because when I have a dark sector and I will make another sector inside it, if I need to see the floor/ceiling textures for make an accurate sector I cannot see it because the texture is nearby black due to the light sector. And I have to increase again the light only for this action. Maybe is not indispensable but I think it may be useful.
EDIT:
I do not know how to explain this, so I uploaded a video, because im not sure if this is "normal": http://youtu.be/4-9inAYdmgs
You can watch the line like a saw, and the further you move away the more "distortioned" is the line. But only appears in the 3D sectors. (Summoned by the action 160 "Sector 3D floor")
(Im using the r1691 version)
Because when I have a dark sector and I will make another sector inside it, if I need to see the floor/ceiling textures for make an accurate sector I cannot see it because the texture is nearby black due to the light sector. And I have to increase again the light only for this action. Maybe is not indispensable but I think it may be useful.
EDIT:
I do not know how to explain this, so I uploaded a video, because im not sure if this is "normal": http://youtu.be/4-9inAYdmgs
You can watch the line like a saw, and the further you move away the more "distortioned" is the line. But only appears in the 3D sectors. (Summoned by the action 160 "Sector 3D floor")
(Im using the r1691 version)
Re: GZDoom Builder 1.14
Added in r1715. Important notice: "Toggle Full Brightness" action uses the same keyboard shortcut ("B") as Sectors Brightness Mode. You'll have to reassign one of them, beacuse otherwise both of them will be executed at once.Numnzel wrote:Mmm... You can make the visual mode "full brightness" tool affects the classic 2D mode?
That's a generic 3d rendering glitch, which happens when a polygon intersects another polygon. It's severity depends on your video card, it's drivers and settings. I think you can reduce the effect by lowering View distance in GZDB's Preferences.Numnzel wrote: I do not know how to explain this, so I uploaded a video, because im not sure if this is "normal": http://youtu.be/4-9inAYdmgs
You can watch the line like a saw, and the further you move away the more "distortioned" is the line. But only appears in the 3D sectors. (Summoned by the action 160 "Sector 3D floor")
Re: GZDoom Builder 1.14
Okay, yes, but I prefer to keep the view distance for work better, thanks anyway.MaxED wrote:That's a generic 3d rendering glitch, which happens when a polygon intersects another polygon. It's severity depends on your video card, it's drivers and settings. I think you can reduce the effect by lowering View distance in GZDB's Preferences.Numnzel wrote: I do not know how to explain this, so I uploaded a video, because im not sure if this is "normal": http://youtu.be/4-9inAYdmgs
You can watch the line like a saw, and the further you move away the more "distortioned" is the line. But only appears in the 3D sectors. (Summoned by the action 160 "Sector 3D floor")