GZDoom Builder 2.3
Re: GZDoom Builder 2.3
Not sure if this relates to the other sector bugs that currently exists - but when I add vertexes to a sloped sector it seem to get deleted way more often than if its not sloped.. not sure how it may relate though
- Siberian Tiger
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Re: GZDoom Builder 2.3
MaxED wrote:Added.Tormentor667 wrote:Add name to the ambient sound thing.
Thank you so much for adding this in!
Re: GZDoom Builder 2.3
Oh my, you're right ! I didn't even noticed that, my bad. I always use auto-align without marking any texture, it's kind of pointless because it changes nothing (well, it seems not exactly in this case, but was it intentional?)camaxide wrote:Does this also happen if you first mark the upper textures (not the lower) then does the same command?
Re: GZDoom Builder 2.3
If you have something selected, Auto-aligning will be applied only to selection.
Re: GZDoom Builder 2.3
I mean, is it normal that auto-aligning applies to both upper & lower texture when nothing is selected? If so, my mistake then!MaxED wrote:If you have something selected, Auto-aligning will be applied only to selection.
Re: GZDoom Builder 2.3
Yes. The logic doesn't check if sidedef parts overlap on Y axis.
Re: GZDoom Builder 2.3
I've mostly used text to explain some requests which I'm sure wasn't too easy to quite catch what I even meant, so I'll add some images
* Arrows on sector tag
The arrows on sector's tag is excellent now, but it's not showing up when defining it for the trigger - only on the host - it would be very nice to have it at both.
Editing the files to add custom keys does not quite work since any new update wipes those files, I still think adding a simple comment only to key numbers above the normal keys (only custom keys) would be an excellent way to make this work:
Just like the ambient sounds now got their names added to the editor, it would be nice to see decals go the same way
Not sure if a different 'mode' is needed - but it would be nice to be able to have the same control when adjusting brightness as in the old Doom Builder, from having used the new gzdoom builder for some weeks now I can still say that Brightness was a breeze in the old Doom Builder with the mode that is no longer present.
The old Brightness mode would hide all things, hide the red highlight inside sectors (only lines was highlight), hide the grid inside sectors. - and when adjusting brightness up/down on selected sectors the center of each sector would show the current value each sector was on. Combined this let you have both a good visual of the brightness inside the sectors with no clutter, as well as giving you the values for the sector brightness just when you need it.
or B: simply make these features automatically trigger when using ctrl+scroll to change brightness values. Clicking cltr+scroll would auto-hide the highlight inside the sectors and leave only the lines, it would hide things and grid as well, and it would display the brightness value inside the selected sectors.
B seem the better way to me since less modes are nice - but I'm a mapper, not a coder - so I dunno what technical difficulties each method would introduce.
Either way, currently you can have tag's visible for all sectors (in the center of every sector) - it would be nice to be able to change that to display brightness value instead. I guess a drop-down box could be introduced that let you chose 'none', 'tag', 'brightness', 'floor-height', 'ceiling-height', etc. would be quite handy - and people would use the thing they need - myself I never use the 'tag' value displayed on all sectors for instance.
* Arrows on sector tag
The arrows on sector's tag is excellent now, but it's not showing up when defining it for the trigger - only on the host - it would be very nice to have it at both.
Spoiler:* Custom keys
Editing the files to add custom keys does not quite work since any new update wipes those files, I still think adding a simple comment only to key numbers above the normal keys (only custom keys) would be an excellent way to make this work:
Spoiler:* Decal names
Just like the ambient sounds now got their names added to the editor, it would be nice to see decals go the same way
Spoiler:This would give D3BloodSplat2 as name for the following decal for instance
Spoiler:*Brightness Mode
Not sure if a different 'mode' is needed - but it would be nice to be able to have the same control when adjusting brightness as in the old Doom Builder, from having used the new gzdoom builder for some weeks now I can still say that Brightness was a breeze in the old Doom Builder with the mode that is no longer present.
The old Brightness mode would hide all things, hide the red highlight inside sectors (only lines was highlight), hide the grid inside sectors. - and when adjusting brightness up/down on selected sectors the center of each sector would show the current value each sector was on. Combined this let you have both a good visual of the brightness inside the sectors with no clutter, as well as giving you the values for the sector brightness just when you need it.
Spoiler:My suggestion would be to A: make a brightness-mode like before, just with the new and better binds - and in that mode sector-highlight, grid and things are off.
or B: simply make these features automatically trigger when using ctrl+scroll to change brightness values. Clicking cltr+scroll would auto-hide the highlight inside the sectors and leave only the lines, it would hide things and grid as well, and it would display the brightness value inside the selected sectors.
B seem the better way to me since less modes are nice - but I'm a mapper, not a coder - so I dunno what technical difficulties each method would introduce.
Either way, currently you can have tag's visible for all sectors (in the center of every sector) - it would be nice to be able to change that to display brightness value instead. I guess a drop-down box could be introduced that let you chose 'none', 'tag', 'brightness', 'floor-height', 'ceiling-height', etc. would be quite handy - and people would use the thing they need - myself I never use the 'tag' value displayed on all sectors for instance.
Re: GZDoom Builder 2.3
I found another issue, it might be related to this unresolved issue above. ^Hellser wrote:When adding and moving a vertex, sometimes the sector becomes 'void' and I have to make it a new sector (and thus, going back in, adjusting missing textures and what not..)
But I'm not sure if it is intentional, again:
1) Create a sector.
2) Make two smaller ones inside (so their linedefs are 2-sided), it doesn't matter where they are.
3) Join them (but do not merge them of course).
4) Go to linedef mode, select all the linedefs of one of the two sectors (so if you made two squares, you should have selected only 4 linedefs).
5) Copy them, and paste them wherever you want.
6) Here you go. The linedefs become 1-sided and the supposed sector disappear in the emptiness of the map.
I also noticed that when playing with copy/paste control, with only parts of joined sectors, if I try to move a vertex sometimes the sector disappear too...
Thoughts?
- Kappes Buur
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Re: GZDoom Builder 2.3
It's interesting how various systems are affected in slightly different ways.
For me it works like this:
copy/pasting the joined sectors does not attach default linedef textures.
copy/pasting the linedefs of one of the pasted joined sectors does not create a viable sector.
(however, in both cases this is corrected through Make Sectors Mode)
which is, as far as I can determine, default behaviour as far back as r2002.
However, in r1702, the last step does produce a viable sector.
For me it works like this:
copy/pasting the joined sectors does not attach default linedef textures.
copy/pasting the linedefs of one of the pasted joined sectors does not create a viable sector.
(however, in both cases this is corrected through Make Sectors Mode)
which is, as far as I can determine, default behaviour as far back as r2002.
However, in r1702, the last step does produce a viable sector.
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Re: GZDoom Builder 2.3
I'm not sure if this is related but
1. Make a square sector (one with 4 vertices)
2. Half the sector with one line (horizontally). Now you have two sectors with line going through them. (6 vertices)
3. Move one middle vertices to one of the corners of the bottom sector (you merge one vertex so you get 5 vertices)
4.Get a void sector.
I'm fairly sure this didn't happen before. I think one of the patches released few weeks ago did this (it mentioned fixing some geometry merging bugs).
I'm using udmf.
Re: GZDoom Builder 2.3
GZDB r2637 deletes middle textures from 2-sided linedefs when dragging, or resizing them (but not when splitting).
A button like "revert to previous version" would be awesome.
A button like "revert to previous version" would be awesome.
- Kappes Buur
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Re: GZDoom Builder 2.3
[ recent versions ]
Pressing the ESC key not longer quits the drawing modes.
Pressing the ESC key not longer quits the drawing modes.
Re: GZDoom Builder 2.3
Only happens when continuous drawing is enabled.Kappes Buur wrote:[ recent versions ]
Pressing the ESC key not longer quits the drawing modes.
Re: GZDoom Builder 2.3
Apparently GZDB now locks the currently opened file. Working on same WAD with SLADE and GZDB is no longer possible; SLADE reports "Unable to open file for writing".
edit: In fact, this happens with older revisions as well now, not quite sure if it's me or GZDB. Can anyone confirm?..
edit x2: Seems like this happens at least since r2607, the last build available on DRDTeam website. Tested with r2225 (one of the really old builds I still have here), SLADE and GZDB don't conflict, which means it's not my OS or SLADE.
I don't have a C# compiler setup here, so it's somewhat hard for me to locate the regression commit precisely, sorry.
edit x3: Apparently, when not touching GZDB for a bit (like an hour?) the lock goes away on its own, then reactivates once you save the map... o_O
edit: In fact, this happens with older revisions as well now, not quite sure if it's me or GZDB. Can anyone confirm?..
edit x2: Seems like this happens at least since r2607, the last build available on DRDTeam website. Tested with r2225 (one of the really old builds I still have here), SLADE and GZDB don't conflict, which means it's not my OS or SLADE.
I don't have a C# compiler setup here, so it's somewhat hard for me to locate the regression commit precisely, sorry.
edit x3: Apparently, when not touching GZDB for a bit (like an hour?) the lock goes away on its own, then reactivates once you save the map... o_O
Last edited by ZZYZX on Sat May 28, 2016 4:54 pm, edited 1 time in total.
- Kappes Buur
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Re: GZDoom Builder 2.3
Ah, something new to get used to.boris wrote:Only happens when continuous drawing is enabled.Kappes Buur wrote:[ recent versions ]
Pressing the ESC key not longer quits the drawing modes.
Thank you for pointing this out.