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Re: GZDoom Builder 1.14

Posted: Sat Jun 15, 2013 11:11 pm
by Gez
Someone didn't check the "exclude from testing" tickbox.

Re: GZDoom Builder 1.14

Posted: Sun Jun 16, 2013 5:11 am
by mallo
Hah, I did it for Hexen format, but forgot to do it for other ones. Works very well now! Thanks! (I used ZDoom.pk3 beacuse I was just looking at features, and not really creating, and later forgot to change it)

Re: GZDoom Builder 1.14

Posted: Mon Jun 17, 2013 3:46 am
by MaxED
DoomerMrT wrote:http://www.speedyshare.com/JFRfC/freeze.zip
This makes GZDB freeze and eat up CPU (probably vanilla DB2 chokes on it too).
Fixed in r1717.

Re: GZDoom Builder 1.14

Posted: Mon Jun 17, 2013 10:52 am
by DoomerMrT
MaxED wrote:
DoomerMrT wrote:http://www.speedyshare.com/JFRfC/freeze.zip
This makes GZDB freeze and eat up CPU (probably vanilla DB2 chokes on it too).
Fixed in r1717.
Thanks, awesomely quick fix! :)

Re: GZDoom Builder 1.14

Posted: Tue Jun 18, 2013 12:10 pm
by Kappes Buur
[1719]
I draw 3 sectors and give them a tag 1 to 3.
Into each sector I draw one linedef and give them a tag from 1 to 3.
(optional) Into each sector I insert one former human and tag them 1 to 3.

Then I open Tag Explorer and get this
Spoiler:
After saving and reloading, sectors are tagged correctly.

[edit] grammatical correction and added spoiler :evil:

Re: GZDoom Builder 1.14

Posted: Wed Jun 19, 2013 5:39 am
by MaxED
Fixed in r1721.

Re: GZDoom Builder 1.14

Posted: Thu Jun 20, 2013 12:21 pm
by Kappes Buur
In ZDoom_linedefs.cfg
specials 223 and 224 should be

Code: Select all

arg0
			{
				title = "Sector Tag";
				type = 13;
			}

Re: GZDoom Builder 1.14

Posted: Fri Jun 21, 2013 12:23 pm
by mallo
I forgot how to make actual 3D floors (lol) and made double-sided 3D floors. After some time, they stopped showing in 3D mode (ANY 3D floors. Even from another file.). After turning GZDB off and on it got fixed.

Re: GZDoom Builder 1.14

Posted: Mon Jun 24, 2013 7:48 am
by Numnzel
Hehehe, I have another idea! A tool for make irregular lines.

For example, when you make a big sector, and the lines of that sector represent a mountain, you need irregular lines for make it realistic.

Maybe some type of tool for add random vertex to a line, deforming the line and make it the wall of a mountain. (Or for other purposes, this is one example.)

Because Im bad explaining here an image:

Image

And is not required to do all random, you can add a vertex every 64 pixels... or for percentage, or 10 vertex spread perfectly in the line... You know.

Well, thanks for read it.

Re: GZDoom Builder 1.14

Posted: Mon Jun 24, 2013 10:34 am
by Kappes Buur
Have you tried Transform - Jitter ?

Image

See also http://forum.zdoom.org/viewtopic.php?f= ... 40#p671451

Re: GZDoom Builder 1.14

Posted: Mon Jun 24, 2013 12:36 pm
by Numnzel
Kappes Buur wrote:Have you tried Transform - Jitter ?

Image

See also http://forum.zdoom.org/viewtopic.php?f= ... 40#p671451
Ok, is practically what I'm saying, thanks.

Re: GZDoom Builder 1.14

Posted: Mon Jun 24, 2013 5:19 pm
by Siberian Tiger
Seems I ran into a problem when attempting to compile the project at the latest SVN revision (1722):

Code: Select all

24.Jun.2013 - 18:06:04.11
Compiling main engine

>>> Compiling GZDoom Builder... 
Microsoft (R) Build Engine Version 4.0.30319.1
[Microsoft .NET Framework, Version 4.0.30319.296]
Copyright (C) Microsoft Corporation 2007. All rights reserved.

Properties\Resources.resx(387,5): error RG0000: Could not find file 'E:\Programs\BootlessStar\GZDoomBuilder\Source\Core\Resources\Pin.png'. Line 387, position 5. [E:\Programs\BootlessStar\GZDoomBuilder\Source\Core\Builder.csproj]
 
>>> Compiling Plugins for GZDoom Builder...
>>> Compiling Builder Modes...
Microsoft (R) Build Engine Version 4.0.30319.1
[Microsoft .NET Framework, Version 4.0.30319.296]
Copyright (C) Microsoft Corporation 2007. All rights reserved.

Properties\Resources.resx(387,5): error RG0000: Could not find file 'E:\Programs\BootlessStar\GZDoomBuilder\Source\Core\Resources\Pin.png'. Line 387, position 5. [E:\Programs\BootlessStar\GZDoomBuilder\Source\Core\Builder.csproj]


Re: GZDoom Builder 1.14

Posted: Tue Jun 25, 2013 6:39 am
by MaxED
Added missing icons in r1723

Re: GZDoom Builder 1.14

Posted: Tue Jun 25, 2013 8:19 am
by MaxED
Newsflash! (r1697 - r1723)

1. Visual mode, UDMF: added "Scale Texture Up (X)", "Scale Texture Down (X)", "Scale Texture Up (Y)", "Scale Texture Down (Y)" actions. Default keys are Num6, Num4, Num8, Num5.

2. Visual mode, UDMF: renamed "Rotate Thing Clockwise" and "Rotate Thing Counterclockwise" actions to "Rotate Clockwise" and "Rotate Counterclockwise". These actions can now be used to change rotation of floor/ceiling textures.

3. Visual mode, UDMF: "Reset Texture Offsets" action now also resets sidedef's scale and floor/ceiling's scale and rotation.

4. Texture size is now shown in texture previews. You can disable this feature by unchecking "Preferences -> Interface -> Show texture and flat sizes in browsers" checkbox.
gzdb_texsize.jpg
gzdb_texsize.jpg (7.27 KiB) Viewed 704 times
5. All sidedef and linedef UDMF properties can now be edited using Linedef Edit form user interface.
gzdb_linedefpanel.jpg
6. All sector UDMF properties can now be edited using Sector Edit form user interface.
gzdb_secotrpanels.jpg

Re: GZDoom Builder 1.14

Posted: Tue Jun 25, 2013 8:24 am
by MaxED
Newsflash! (r1697 - r1723, cont.)

7. GZDB can now save screenshots in "[GZDB]\Screenshots" folder.
gzdb_screenshots.jpg
gzdb_screenshots.jpg (17.04 KiB) Viewed 703 times
8. GZDB can now export keyboard shortcut reference to a html file (file is saved as "[GZDB]\GZDB Keyboard Reference.html").
gzdb_keyref.jpg
gzdb_keyref.jpg (8.33 KiB) Viewed 703 times
9. Side panel auto hiding can be now toggled much easier.
gzdb_pinsidepanel.jpg
10. Map Analysis mode can now check the map for unconnected vertices.

11. "Toggle Full Brightness" action now works in Classic modes.