GZDoom Builder 2.3

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
Locked
User avatar
Numnzel
Posts: 161
Joined: Wed Jul 18, 2012 6:17 pm
Location: Empty space

Re: GZDoom Builder 1.14

Post by Numnzel »

Is this an issue?

Here some screenshots:
Spoiler:
You can watch how the texture of the line in the intersection between the red and blue sector disappears.

Usually I work with the latest version (r1723) but when I see this I try to test it with the r1691 version. (This image is from r1691, but in the r1723 is exactly the same.)

EDIT:

OK, now works fine, but I don't know why, but it's ok, now I can see the texture. But if you want watch it I have the map.
User avatar
Kappes Buur
 
 
Posts: 4114
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada
Contact:

Re: GZDoom Builder 1.14

Post by Kappes Buur »

r1723 still came with ACC 1.53
Could further builds include ACC 1.54?
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: GZDoom Builder 1.14

Post by MaxED »

Numnzel wrote:...But if you want watch it I have the map.
Yes, I'd like to take a look. I've replicated a map from your screenshots, but it seems to be working fine...
Kappes Buur wrote:r1723 still came with ACC 1.53
Could further builds include ACC 1.54?
Updated in r1724.
User avatar
Numnzel
Posts: 161
Joined: Wed Jul 18, 2012 6:17 pm
Location: Empty space

Re: GZDoom Builder 1.14

Post by Numnzel »

MaxED wrote:
Numnzel wrote:...But if you want watch it I have the map.
Yes, I'd like to take a look. I've replicated a map from your screenshots, but it seems to be working fine...
Here is: http://www.mediafire.com/?wzo3ibejwi5s88c
mallo
Posts: 1112
Joined: Sat May 22, 2010 12:49 pm

Re: GZDoom Builder 1.14

Post by mallo »

What about disappearing 3D floors? Have anyone noticed me?
User avatar
Kappes Buur
 
 
Posts: 4114
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada
Contact:

Re: GZDoom Builder 1.14

Post by Kappes Buur »

mallo wrote:What about disappearing 3D floors? Have anyone noticed me?
What disappearing 3D floors?

In your previous post you mentioned
mallo wrote:After turning GZDB off and on it got fixed.
From that I would understand that the problem was resolved.

Without you providing more information, it is only guessing at what may be causing your problem.
Best, of course, would be for you to upload a map showing the problem.
User avatar
Numnzel
Posts: 161
Joined: Wed Jul 18, 2012 6:17 pm
Location: Empty space

Re: GZDoom Builder 1.14

Post by Numnzel »

To everybody, be careful with the light picker, im not sure of what causes it but sends no controllated exceptions or something like it, becauses it takes a negative value and he says the color value must be between 0 and 255. (I only tested it with the RGB mode.)

EDIT:

Why does this happens and what does it means?
Spoiler:
mallo
Posts: 1112
Joined: Sat May 22, 2010 12:49 pm

Re: GZDoom Builder 1.14

Post by mallo »

Kappes Buur wrote:From that I would understand that the problem was resolved.
It was, but it's still a bug. Bugs need to be fixed. (From what I've heard.)

I have no other information. Sorry. :(
User avatar
Numnzel
Posts: 161
Joined: Wed Jul 18, 2012 6:17 pm
Location: Empty space

Re: GZDoom Builder 1.14

Post by Numnzel »

mallo wrote:
Kappes Buur wrote:From that I would understand that the problem was resolved.
It was, but it's still a bug. Bugs need to be fixed. (From what I've heard.)

I have no other information. Sorry. :(
Maybe, but those bugs are secondary priorities, because they do not causes significant problems.

And keep in mind that when somebody tries to fix a bug can cause new ones. (Do not get me wrong, is true that is important have polished codes and without bugs.)
User avatar
Siberian Tiger
Posts: 476
Joined: Fri Jun 12, 2009 11:23 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10 Pro. 22H2
Graphics Processor: nVidia (Modern GZDoom)
Location: United States
Contact:

Re: GZDoom Builder 1.14

Post by Siberian Tiger »

Just a courtesy notice, I was able to find a bug in Doom Builder 2 - which in turn most likely affects GZDoom Builder aswell. However, this needs further confirmation as this was tested on an unofficial Operating System build.

[r1715] Windows 8.1: Map Drawer Fails to Render
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: GZDoom Builder 1.14

Post by MaxED »

mallo wrote:What about disappearing 3D floors? Have anyone noticed me?
Probably you just pressed Tab key by accident... Tab is the default key for "Toggle GZDoom rendering effects" action, which toggles slopes and 3d floors in Visual mode.
Numnzel wrote:To everybody, be careful with the light picker, im not sure of what causes it but sends no controllated exceptions or something like it, becauses it takes a negative value and he says the color value must be between 0 and 255. (I only tested it with the RGB mode.)
Fixed in r1725 (color values were not clamped in 0.0 - 1.0 range when they were displayed as float).
Numnzel wrote:Why does this happens and what does it means?
Spoiler:
This means you've entered text "Tag 10" as thing's tag. The text was interpreted as tag label and a new tag (11) was assigned to it. If you want to enter tag value, enter a number (e.g. "10", not "I want this thing to have tag ten!"). More about Tag labels here.
Last edited by MaxED on Mon Jul 01, 2013 3:51 am, edited 3 times in total.
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: GZDoom Builder 1.14

Post by MaxED »

Newsflash! (r1725)

1. Visual mode: you can hold Shift while dragging a texture to lock movement to horizontal axis, and Ctrl to lock it to vertical axis.
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: GZDoom Builder 1.14

Post by MaxED »

Numnzel wrote:Is this an issue?

Here some screenshots:
Spoiler:
You can watch how the texture of the line in the intersection between the red and blue sector disappears.
Fixed in r1726
mallo
Posts: 1112
Joined: Sat May 22, 2010 12:49 pm

Re: GZDoom Builder 1.14

Post by mallo »

MaxED wrote: Probably you just pressed Tab key by accident...
Spoiler: LE MEME
User avatar
Da Spadger
Posts: 438
Joined: Thu Jan 05, 2006 10:12 am

Re: GZDoom Builder 1.14

Post by Da Spadger »

So i was having fun deleting some unneeded vertices and this happened. After some further experimenting, it seems that deleting that lone vertex above and a little to the left makes things behave normally. Nope, didn't seem to make a difference now. Weird. (Grid size is at 4 in those pictures)
Locked

Return to “Abandoned/Dead Projects”