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.
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: GZDoom Builder 2.3

Post by MaxED »

printz wrote:UDMF keys are treated as case-sensitive.
Fixed.
User avatar
Siberian Tiger
Posts: 476
Joined: Fri Jun 12, 2009 11:23 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): KUbuntu 22.04.1 LTS
Graphics Processor: nVidia (Modern GZDoom)
Location: United States
Contact:

Re: GZDoom Builder 2.3

Post by Siberian Tiger »

I've seem to have ran into a problem with the latest GZDoom Builder revision: 2450. When using an '#include' instruction in ACS with an absolute path to an exact file, now returns an error of

Code: Select all

Unable to load include file 'd:\projects\zdoom wads\tgrdm3\scripts\standardlibrary.acs'!.
This error is also shown in a pop-up "Errors and Warnings" window when first loading the map in the editor. In the previous builds I did not run into this issue before and the scripts are just fine. If I comment out the include instruction and past the entire file contents of 'StandardLibrary.acs' into the map's ACS script, it will work just fine, but not when using the include statement.

Using builds from DRDTeam
Issue first occurs build: revision 2448
Last working build: revision 2447

ACS Scripts Related
Spoiler: Project details, if needed
boris
Posts: 776
Joined: Tue Jul 15, 2003 3:37 pm

Re: GZDoom Builder 2.3

Post by boris »

There's a problem with the stuck thing checker and Boom multiplayer flags. It reports things as stuck, even when they will not show up at the same time in game. Example: two monster occupy the same space.
  • Both have the "multiplayer only" flag set.
  • Thing 1 has the "not deathmatch" flag set
  • Thing 2 has the "not coop" flag set.
This will result in the following in game:
  • Neither thing will show up in single player
  • Thing 1 will show up in coop only
  • Thing 2 will show up in dm only
However, GZDB reports them to be stuck in each other. It worked find in DB2 revision 1715.

An example WAD is attached. It's pretty easy to try out:

Coop: gzdoom -file difficulty.wad -host 1 -warp 1
The arachnotron on the blue floor shows up

Deathmatch: gzdoom -file difficulty.wad -host 1 -deathmatch -warp 1
The arachnotron on the red floor shows up
Attachments
difficulty.wad
(2.57 KiB) Downloaded 19 times
User avatar
Tormentor667
Posts: 13556
Joined: Wed Jul 16, 2003 3:52 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany
Contact:

Re: GZDoom Builder 2.3

Post by Tormentor667 »

Tormentor667 wrote:Feature Suggestion
In the "tag" field, you can use the expression ">=N" to give multiple lines/sectors/things a unique tag, starting with N and going up according to the amount of sectors. Could you also add this function to other fields, for example to a line special's tag field (or simply globally)? That way you could easily generate tags and also connect them with specials (useful for a 3d staircase)
Re-suggesting that as Kappes Buur's suggestion doesn't work in this case. With the Tag Plugin I can actually define tags of lines itself but I can't automize tag ranges of line specials. So what I would find very useful is having the possibility to use the expression also here:
Image
User avatar
MartinHowe
Posts: 2081
Joined: Mon Aug 11, 2003 1:50 pm
Preferred Pronouns: He/Him
Location: East Suffolk (UK)

Re: GZDoom Builder 2.3

Post by MartinHowe »

*.acs include path should be relative to the root path of the resource this file is located in. In your example it should probably be #include "maps/map01acs/map01.acs"[/quote]
Thanks very much - this works :D
User avatar
Siberian Tiger
Posts: 476
Joined: Fri Jun 12, 2009 11:23 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): KUbuntu 22.04.1 LTS
Graphics Processor: nVidia (Modern GZDoom)
Location: United States
Contact:

Re: GZDoom Builder 2.3

Post by Siberian Tiger »

MaxED, revision update 2451 works for me. Thank you for resolving that issue!
User avatar
prepper
Posts: 6
Joined: Sat Dec 19, 2015 6:29 pm

Re: GZDoom Builder 2.3

Post by prepper »

Hello, I am new to the forum and I have a problem with the visualmode, its not possible make a render of middle textures using "renderinside" or type 5 in a model 3dfloor.
Last edited by prepper on Wed Dec 23, 2015 9:14 pm, edited 1 time in total.
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: GZDoom Builder 2.3

Post by MaxED »

Can you provide an example wad of some sort?..
User avatar
prepper
Posts: 6
Joined: Sat Dec 19, 2015 6:29 pm

Re: GZDoom Builder 2.3

Post by prepper »

MaxED wrote:Can you provide an example wad of some sort?..
Sure, I did some screenshots to show.
'An image is worth a thousand words'
Spoiler:
User avatar
Zanieon
Posts: 2059
Joined: Tue Jan 13, 2009 4:13 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Somewhere in the future
Contact:

Re: GZDoom Builder 2.3

Post by Zanieon »

Dude, when he means an example wad, is to you give him a wad with the problem happening, in the case you could use this one of the pics since doesn't seems to have anything much trivial other than custom texture, also don't worry about unrelased content, MaxEd only gets stuff for fixing bugs in GZDB and don't leaks nothing to anybody (AFAIK).
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: GZDoom Builder 2.3

Post by MaxED »

Looks like I'll need some feedback from Graf first...
User avatar
Nash
 
 
Posts: 17501
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: GZDoom Builder 2.3

Post by Nash »

Quick question: why is GZDoom Builder's default map border limits set to +-32k when no Doom engine can actually support that? I think for ZDoom, the safest region is within +-8192... anything outside that and collision doesn't work correctly. :S
User avatar
Zanieon
Posts: 2059
Joined: Tue Jan 13, 2009 4:13 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Somewhere in the future
Contact:

Re: GZDoom Builder 2.3

Post by Zanieon »

Nash, anything can work normally within that area GZDB provides, if you start mapping from one the limits but still it's a small map, nothing special happens, what really matters to break map's collision and starts wrap it, is the map itself be larger than 32767 map units.
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: GZDoom Builder 2.3

Post by MaxED »

Nash wrote:Quick question: why is GZDoom Builder's default map border limits set to +-32k when no Doom engine can actually support that?
Dunno. Ask CodeImp...
User avatar
Nash
 
 
Posts: 17501
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: GZDoom Builder 2.3

Post by Nash »

Zanieon wrote:Nash, anything can work normally within that area GZDB provides, if you start mapping from one the limits but still it's a small map, nothing special happens, what really matters to break map's collision and starts wrap it, is the map itself be larger than 32767 map units.
I don't think that's true. I've had hitscans fail when a map crosses roughly +-16k on either X or Y...
MaxED wrote:
Nash wrote:Quick question: why is GZDoom Builder's default map border limits set to +-32k when no Doom engine can actually support that?
Dunno. Ask CodeImp...
Heh, probably assuming someone was going to expand the limit in source ports in future... something that hasn't happened yet. =P
Locked

Return to “Abandoned/Dead Projects”