Fixed.printz wrote:UDMF keys are treated as case-sensitive.
GZDoom Builder 2.3
Re: GZDoom Builder 2.3
- Siberian Tiger
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Re: GZDoom Builder 2.3
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 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
Code: Select all
Unable to load include file 'd:\projects\zdoom wads\tgrdm3\scripts\standardlibrary.acs'!.
Using builds from DRDTeam
Issue first occurs build: revision 2448
Last working build: revision 2447
ACS Scripts Related
Spoiler: Project details, if needed
Re: GZDoom Builder 2.3
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.
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
- Both have the "multiplayer only" flag set.
- Thing 1 has the "not deathmatch" flag set
- Thing 2 has the "not coop" flag set.
- Neither thing will show up in single player
- Thing 1 will show up in coop only
- Thing 2 will show up in dm only
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
- Tormentor667
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Re: GZDoom Builder 2.3
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: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)

- MartinHowe
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Re: GZDoom Builder 2.3
*.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
Thanks very much - this works

- Siberian Tiger
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Re: GZDoom Builder 2.3
MaxED, revision update 2451 works for me. Thank you for resolving that issue!
Re: GZDoom Builder 2.3
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.
Re: GZDoom Builder 2.3
Can you provide an example wad of some sort?..
Re: GZDoom Builder 2.3
Sure, I did some screenshots to show.MaxED wrote:Can you provide an example wad of some sort?..
'An image is worth a thousand words'
Spoiler:
- Zanieon
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Re: GZDoom Builder 2.3
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).
Re: GZDoom Builder 2.3
Looks like I'll need some feedback from Graf first...
Re: GZDoom Builder 2.3
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
- Zanieon
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Re: GZDoom Builder 2.3
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.
Re: GZDoom Builder 2.3
Dunno. Ask CodeImp...Nash wrote:Quick question: why is GZDoom Builder's default map border limits set to +-32k when no Doom engine can actually support that?
Re: GZDoom Builder 2.3
I don't think that's true. I've had hitscans fail when a map crosses roughly +-16k on either X or Y...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.
Heh, probably assuming someone was going to expand the limit in source ports in future... something that hasn't happened yet. =PMaxED wrote:Dunno. Ask CodeImp...Nash wrote:Quick question: why is GZDoom Builder's default map border limits set to +-32k when no Doom engine can actually support that?