GZDoom Builder 2.3
Re: GZDoom Builder 2.3
This line is handled REALLY inadequately:
http://i.imgur.com/Hv7UQyZ.png
When you draw anything that touches it, all linedefs of the new shape will be ONE-SIDED, except those that directly merge with this line, like so:
All geometry around it is also then broken recursively, like all lines start to reference the largest sector around or smth.
http://i.imgur.com/Hv7UQyZ.png
When you draw anything that touches it, all linedefs of the new shape will be ONE-SIDED, except those that directly merge with this line, like so:
All geometry around it is also then broken recursively, like all lines start to reference the largest sector around or smth.
- Tormentor667
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Re: GZDoom Builder 2.3
Version: 2.3.0.2638
Copying and pasting whole sector structures with mid-textures (2-sided) still removes the textures and you have to readd them. This also happens when moving sectors (drag and drop), all 2-sided mid-textures get removed. I also noticed that moving vertices makes this happen, it doesn't even remove the texture but also make an impassible line automatically passible.
Copying and pasting whole sector structures with mid-textures (2-sided) still removes the textures and you have to readd them. This also happens when moving sectors (drag and drop), all 2-sided mid-textures get removed. I also noticed that moving vertices makes this happen, it doesn't even remove the texture but also make an impassible line automatically passible.
Re: GZDoom Builder 2.3
Um guys, Max knows about this and has been trying to fix it for some time now. Just check his latest posts.
- Hellser
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Re: GZDoom Builder 2.3
It's good to put a little pressure. But not too much. I think MaxEd fixed this in a recent updated (R2638). I'll see if this indeed fixes it.
- Tormentor667
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Re: GZDoom Builder 2.3
It's nothing about pressure, it's simply that the bug isn't fixed in the latest version, that's why I post this.Hellser wrote:I think MaxEd fixed this in a recent updated (R2638). I'll see if this indeed fixes it.
Re: GZDoom Builder 2.3
I confirm it's not fixed, so now he is alerted, let's wait.
Re: GZDoom Builder 2.3
Latest version crashes when trying to compile a script after creating a new map and not having it saved yet. It passes an empty string to Path.GetDirectoryName in compilers/AccCompiler.cs, line 109, and that throws an exception ("Path has invalid format").
Spoiler:
Re: GZDoom Builder 2.3
R2638 (or a recent version) broke ACS script #include directives. Path resolution no longer resolves to paths inside included resources, and if it checks for more than one location for the path, a failure on ANY of those locations results in a compiler error, when it should be a failure on ALL of them resulting in an error.
Re: GZDoom Builder 2.3
Strangely, on R2639 of GZDoom builder, an error pops up at random whenever I try to undo something.
Re: GZDoom Builder 2.3
Two comments about the behavior of r2639/2638.
DRAGGING AND DROPPING SECTORS:
If you move a sector over an other sector (so that their linedefs cross each other) the underneath leaving parts of the original structure are removed.
----------------------------
SECTOR VALIDITY?:
If you move a linedef going through an other line GZDB now automaticly adds a vertex to the crossing point and renumbers the sidedef sector references. But now editing any traditional special effects (invisible walkways and such) is quite impossible. Dragging and dropping lines or vertices will renumber the sidedef sector numbers instantly. Could this feature be switched off temporarily?
(EDIT: I don't want to make demands or create pressure with this. If this is the new system then all right.)
DRAGGING AND DROPPING SECTORS:
If you move a sector over an other sector (so that their linedefs cross each other) the underneath leaving parts of the original structure are removed.
Spoiler:But could there be an alternative way of not loosing any linedefs? Keep everything but just add new sectors and vertices to the linedef crossings? Lots of my editing has been combining separately made ceiling structures with floor structures.
----------------------------
SECTOR VALIDITY?:
If you move a linedef going through an other line GZDB now automaticly adds a vertex to the crossing point and renumbers the sidedef sector references. But now editing any traditional special effects (invisible walkways and such) is quite impossible. Dragging and dropping lines or vertices will renumber the sidedef sector numbers instantly. Could this feature be switched off temporarily?
(EDIT: I don't want to make demands or create pressure with this. If this is the new system then all right.)
- NeuralStunner
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Re: GZDoom Builder 2.3
Small bug here: When in 3D mode, pressing the keys assigned to Grid Increase/Decrease will change the grid size. (I have the [ ] keys set up to change floor/ceiling heights in 3D mode.)
Re: GZDoom Builder 2.3
Grid size is actually used in Visual mode. There are "Move texture offsets by grid size" actions, Ctrl-Shift-dragging textures also change offsets by grid size, "Move Things" actions also change things position by grid size.
Re: GZDoom Builder 2.3
I found a weird behavior concerning joined sectors:
1) Create two sectors and join them.
2) Create a new sector inside one of them.
3) Now the first two sectors aren't joined anymore...
I guess that is not intentional, right?
1) Create two sectors and join them.
2) Create a new sector inside one of them.
3) Now the first two sectors aren't joined anymore...
I guess that is not intentional, right?