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
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 »

MeatyD wrote:@Kappes Buur:
no I am not using slope things. in UDMF with triangular sectors, you can adjust slopes with vertex offsets, those pyramids show up at each vertex of a triangular sector and only affect adjacent triangular sectors.
Ah, okay.
MeatyD wrote:.... Does anyone know how to check the version of slimdx being used?
Control Panel --> Programs --> SlimDX Runtime (.NET 2.0) - January 2012
User avatar
MeatyD
Posts: 61
Joined: Mon Mar 11, 2013 12:01 pm
Location: United States

Re: GZDoom Builder 1.14

Post by MeatyD »

i have slimdx runtime Jan 2012 and sdk Sept 2011. If this is at all relevant to the bug, then there's the info
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: GZDoom Builder 1.14

Post by MaxED »

Kappes Buur wrote:1. When GZDoombuilder is opened, where can I find the revision number?
Sadly, it's not stored anywhere inside the program.
Kappes Buur wrote:2. When creating a new map, how can I set up the configurations so that my preferred configuration shows up right away, instead of the first configuration in the Configurations folder?
Added in r1656: last used configuration will be selected when making a new map.

MeatyD's problem: try r1656, I've fixed another possible bug in vertex handles rendering code.
User avatar
MeatyD
Posts: 61
Joined: Mon Mar 11, 2013 12:01 pm
Location: United States

Re: GZDoom Builder 1.14

Post by MeatyD »

r1656 works! no more vertex bugs so far that i've noticed.

EDIT: If anyone cant compile it themselves heres a zip with Builder.exe and BuilderModes.dll
https://www.dropbox.com/s/l2fd7zga861hg ... -r1656.zip

It may be worth noting that this was compiled with VS2012 instead of VS2008
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 »

MaxED wrote:
Kappes Buur wrote:1. When GZDoombuilder is opened, where can I find the revision number?
Sadly, it's not stored anywhere inside the program.
Could it be placed into the About box?
Or, perhaps, into the cfg file, or the log file?
MaxED wrote:
Kappes Buur wrote:2. When creating a new map, how can I set up the configurations so that my preferred configuration shows up right away, instead of the first configuration in the Configurations folder?
Added in r1656: last used configuration will be selected when making a new map.
I used MeatyD's compilation of Builder.exe, works great.
Thank you.
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 »

Kappes Buur wrote:
MaxED wrote:
Kappes Buur wrote:1. When GZDoombuilder is opened, where can I find the revision number?
Sadly, it's not stored anywhere inside the program.
Could it be placed into the About box?
Or, perhaps, into the cfg file, or the log file?
If it will help, I can try to include a mass log of revisions in each SVN build release? Example:

Code: Select all

svn log Path\to\Doombuilder\localworkingcopy\ > RevisionLog.txt
I have been wanting to find some way to get the SVN revision ID's to work with Bootless Star, but I have yet to find any sane solution for the time being. I do know that a binary exists that does this already (I think?) in the Doombuilder repo, but I would prefer to keep things consistent in the program - if I can.
SulfurOccult
Posts: 16
Joined: Tue Jul 31, 2012 11:07 pm

Re: GZDoom Builder 1.14

Post by SulfurOccult »

I've been out of the mapping loop for quite some time, and just came back to find this awesome tool. But there is one thing that is confusing me: what happened to the "make sector" mode? It shows up in the "controls" tab of the preferences window, but pushing the hotkey does nothing. The mode doesn't show up anywhere in the "mode" drop down menu or on the toolbar - was this very useful feature really removed?
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 »

SulfurOccult wrote:I've been out of the mapping loop for quite some time, and just came back to find this awesome tool. But there is one thing that is confusing me: what happened to the "make sector" mode? It shows up in the "controls" tab of the preferences window, but pushing the hotkey does nothing. The mode doesn't show up anywhere in the "mode" drop down menu or on the toolbar - was this very useful feature really removed?
It is not called 'Make Sector' but 'Draw Rectangle'.
http://forum.zdoom.org/viewtopic.php?f= ... 00#p674180
User avatar
Dortold
Posts: 52
Joined: Sun Jan 27, 2013 9:57 am
Contact:

Re: GZDoom Builder 1.14

Post by Dortold »

You get used to it real fast. Ctrl+Shift+D is pure reflex now, like hitting C to clear, like, all the time.

even when I'm writing psych papers >_>
SulfurOccult
Posts: 16
Joined: Tue Jul 31, 2012 11:07 pm

Re: GZDoom Builder 1.14

Post by SulfurOccult »

Kappes Buur wrote:It is not called 'Make Sector' but 'Draw Rectangle'.
Thanks but that isn't quite what I'm looking for. Doom Builder 2 vanilla had a mode called Make Sectors that would turn any enclosed space into its own sector.

Here, this video showcases what I'm talking about
http://www.youtube.com/watch?v=dirxVpmiB4A

It was such a useful feature, I cannot fathom why it would be intentionally removed.
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 »

Ah, okay.
The default key is M to go into 'Make Sector Mode'. Then click on the sector.
You will notice, though, that MaxED built more smarts into the editor.

That is not to say, that you will never have to use it. :shock:
Last edited by Kappes Buur on Sat Mar 23, 2013 6:12 pm, edited 1 time in total.
SulfurOccult
Posts: 16
Joined: Tue Jul 31, 2012 11:07 pm

Re: GZDoom Builder 1.14

Post by SulfurOccult »

That's just the thing, though - the hotkey does nothing. I even tried binding it to another key. It just does not work.
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 »

Press F6, then select the configuration you want to use, the Modes

Image
Last edited by Kappes Buur on Sat Mar 23, 2013 6:41 pm, edited 1 time in total.
SulfurOccult
Posts: 16
Joined: Tue Jul 31, 2012 11:07 pm

Re: GZDoom Builder 1.14

Post by SulfurOccult »

Kappes Buur wrote:The first thing would be to delete the GZBuilder.cfg file and let GZDoombuilder generate a new one.
Alright this worked. Hopefully doesn't rebreak after I customize my settings again. Thanks for your help! :D

EDIT: yeah everything is golden now. No idea what went wrong, but thanks again.
Last edited by SulfurOccult on Sat Mar 23, 2013 6:46 pm, edited 1 time in total.
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 »

Ah, crossposting.

I reread your post and realized that you went that route with F5 already.
Staring at the editor I remembered that some Modes are not enabled right away.
Locked

Return to “Abandoned/Dead Projects”