GZDoom Builder 2.3
Re: GZDoom Builder 1.14
Someone didn't check the "exclude from testing" tickbox.
Re: GZDoom Builder 1.14
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
Fixed in r1717.DoomerMrT wrote:http://www.speedyshare.com/JFRfC/freeze.zip
This makes GZDB freeze and eat up CPU (probably vanilla DB2 chokes on it too).
Re: GZDoom Builder 1.14
Thanks, awesomely quick fix!MaxED wrote:Fixed in r1717.DoomerMrT wrote:http://www.speedyshare.com/JFRfC/freeze.zip
This makes GZDB freeze and eat up CPU (probably vanilla DB2 chokes on it too).
- Kappes Buur
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Re: GZDoom Builder 1.14
[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
[edit] grammatical correction and added spoiler
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
Last edited by Kappes Buur on Wed Jun 19, 2013 11:17 am, edited 1 time in total.
- Kappes Buur
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Re: GZDoom Builder 1.14
In ZDoom_linedefs.cfg
specials 223 and 224 should be
specials 223 and 224 should be
Code: Select all
arg0
{
title = "Sector Tag";
type = 13;
}
Re: GZDoom Builder 1.14
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
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:
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.
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:
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.
- Kappes Buur
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- Joined: Thu Jul 17, 2003 12:19 am
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Re: GZDoom Builder 1.14
Ok, is practically what I'm saying, thanks.Kappes Buur wrote:Have you tried Transform - Jitter ?
See also http://forum.zdoom.org/viewtopic.php?f= ... 40#p671451
- Siberian Tiger
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Re: GZDoom Builder 1.14
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
Added missing icons in r1723
Re: GZDoom Builder 1.14
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. 5. All sidedef and linedef UDMF properties can now be edited using Linedef Edit form user interface. 6. All sector UDMF properties can now be edited using Sector Edit form user interface.
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. 5. All sidedef and linedef UDMF properties can now be edited using Linedef Edit form user interface. 6. All sector UDMF properties can now be edited using Sector Edit form user interface.
Last edited by MaxED on Tue Jun 25, 2013 8:37 am, edited 1 time in total.
Re: GZDoom Builder 1.14
Newsflash! (r1697 - r1723, cont.)
7. GZDB can now save screenshots in "[GZDB]\Screenshots" folder. 8. GZDB can now export keyboard shortcut reference to a html file (file is saved as "[GZDB]\GZDB Keyboard Reference.html"). 9. Side panel auto hiding can be now toggled much easier. 10. Map Analysis mode can now check the map for unconnected vertices.
11. "Toggle Full Brightness" action now works in Classic modes.
7. GZDB can now save screenshots in "[GZDB]\Screenshots" folder. 8. GZDB can now export keyboard shortcut reference to a html file (file is saved as "[GZDB]\GZDB Keyboard Reference.html"). 9. Side panel auto hiding can be now toggled much easier. 10. Map Analysis mode can now check the map for unconnected vertices.
11. "Toggle Full Brightness" action now works in Classic modes.