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Sandro wrote:That's not what I meant. If you create two sectors and modify their offset (but to the same value so they are identical) the tool will not select the second sector...
illuknisaa wrote:I think the "make brightness gradient" is bugged.
Any idea what this means? Trying to add a custom Monster to the resources, to test it and this is the 7th time the builder has crashed with this error...
***********SYSTEM INFO***********
OS: Microsoft Windows 7 Professional
GPU: NVIDIA GeForce GT 610
GZDB: R2657
********EXCEPTION DETAILS********
Index was outside the bounds of the array.
at CodeImp.DoomBuilder.Config.ThingTypeInfo.SetupSpriteFrame() in x:\Source\Core\Config\ThingTypeInfo.cs:line 546
at CodeImp.DoomBuilder.Data.DataManager.LoadThingSprites() in x:\Source\Core\Data\DataManager.cs:line 1509
at CodeImp.DoomBuilder.Data.DataManager.Load(DataLocationList configlist, DataLocationList maplist) in x:\Source\Core\Data\DataManager.cs:line 428
at CodeImp.DoomBuilder.Data.DataManager.Load(DataLocationList configlist, DataLocationList maplist, DataLocation maplocation) in x:\Source\Core\Data\DataManager.cs:line 305
at CodeImp.DoomBuilder.MapManager.ReloadResources() in x:\Source\Core\General\MapManager.cs:line 2248
at CodeImp.DoomBuilder.MapManager.ShowMapOptions() in x:\Source\Core\General\MapManager.cs:line 2371
at CodeImp.DoomBuilder.Actions.Action.Begin() in x:\Source\Core\Actions\Action.cs:line 256
at CodeImp.DoomBuilder.Actions.ActionManager.BeginActionByKey(Int32 key, Boolean repeated) in x:\Source\Core\Actions\ActionManager.cs:line 557
at CodeImp.DoomBuilder.Actions.ActionManager.KeyPressed(Int32 key) in x:\Source\Core\Actions\ActionManager.cs:line 496
at CodeImp.DoomBuilder.Windows.MainForm.MainForm_KeyDown(Object sender, KeyEventArgs e) in x:\Source\Core\Windows\MainForm.cs:line 1431
at CodeImp.DoomBuilder.Windows.MainForm.display_PreviewKeyDown(Object sender, PreviewKeyDownEventArgs e) in x:\Source\Core\Windows\MainForm.cs:line 1527
at System.Windows.Forms.Control.OnPreviewKeyDown(PreviewKeyDownEventArgs e)
at System.Windows.Forms.Control.PreProcessControlMessageInternal(Control target, Message& msg)
at System.Windows.Forms.Application.ThreadContext.PreTranslateMessage(MSG& msg)
It has a problem setting up the sprite for this custom monster. It'd be useful to know some details about the monster's DECORATE code (are you using //$Sprite or not?) and its sprite lumps.
The sector search is broken:
Open a map, either Boom or UDMF format (didn't test with others), press F3, select Sector Effect and search for 9 (secret effect). Every single sector will be shown. Same happens to all other effects I tested.
I tried to see if this was already reported but couldn't find anything, so sorry if this is a repost.
I'm having an issue with Sound Propagation Mode in the last few builds. I'm not sure if it's my map or what's going on, but I did check it in another map and it worked fine.
Here is the most recent build's crash report. It happens when I try to go into Sound Propagation Mode.
***********SYSTEM INFO***********
OS: Microsoft Windows 7 Home Premium
GPU: NVIDIA GeForce GTX 570
GZDB: R2659
********EXCEPTION DETAILS********
Object reference not set to an instance of an object.
at CodeImp.DoomBuilder.SoundPropagationMode.SoundPropagationDomain.CreateSoundPropagationDomain(Sector sourcesector) in x:\Source\Plugins\SoundPropagationMode\SoundPropagationDomain.cs:line 63
at CodeImp.DoomBuilder.SoundPropagationMode.SoundPropagationDomain..ctor(Sector sector) in x:\Source\Plugins\SoundPropagationMode\SoundPropagationDomain.cs:line 41
at CodeImp.DoomBuilder.SoundPropagationMode.SoundPropagationMode.UpdateSoundPropagation() in x:\Source\Plugins\SoundPropagationMode\SoundPropagationMode.cs:line 134
at CodeImp.DoomBuilder.SoundPropagationMode.SoundPropagationMode.Highlight(Sector s) in x:\Source\Plugins\SoundPropagationMode\SoundPropagationMode.cs:line 100
at CodeImp.DoomBuilder.SoundPropagationMode.SoundPropagationMode.OnMouseMove(MouseEventArgs e) in x:\Source\Plugins\SoundPropagationMode\SoundPropagationMode.cs:line 383
at CodeImp.DoomBuilder.Windows.MainForm.display_MouseMove(Object sender, MouseEventArgs e) in x:\Source\Core\Windows\MainForm.cs:line 1244
at System.Windows.Forms.Control.OnMouseMove(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseMove(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
I also get this under errors and warnings: SoundPropagationMode: Object reference not set to an instance of an object.
Curious. This crash can happen only when one of highlighted sector sidedefs is not attached to a linedef. I guess I'll need to see your map, because that's not how sidedefs are supposed to work.
mscorlib: An attempt was made to move the file pointer before the beginning of the file.
Full error message is:
Spoiler:
***********SYSTEM INFO***********
OS: Microsoft Windows 10 Home
GPU: NVIDIA GeForce GTX 780
GZDB: R2659
********EXCEPTION DETAILS********
An attempt was made to move the file pointer before the beginning of the file.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.SeekCore(Int64 offset, SeekOrigin origin)
at System.IO.FileStream.Seek(Int64 offset, SeekOrigin origin)
at CodeImp.DoomBuilder.IO.WAD.WriteHeaders() in x:\Source\Core\IO\WAD.cs:line 295
at CodeImp.DoomBuilder.IO.WAD.Insert(String name, Int32 position, Int32 datalength, Boolean writeheaders) in x:\Source\Core\IO\WAD.cs:line 371
at CodeImp.DoomBuilder.IO.UniversalMapSetIO.Write(MapSet map, String mapname, Int32 position) in x:\Source\Core\IO\UniversalMapSetIO.cs:line 182
at CodeImp.DoomBuilder.MapManager.WriteMapToTempFile() in x:\Source\Core\General\MapManager.cs:line 719
at CodeImp.DoomBuilder.MapManager.SaveMap(String newfilepathname, SavePurpose purpose) in x:\Source\Core\General\MapManager.cs:line 777
at CodeImp.DoomBuilder.General.SaveMap() in x:\Source\Core\General\General.cs:line 1431
at CodeImp.DoomBuilder.General.ActionSaveMap() in x:\Source\Core\General\General.cs:line 1391
at CodeImp.DoomBuilder.Actions.Action.Begin() in x:\Source\Core\Actions\Action.cs:line 256
at CodeImp.DoomBuilder.Actions.ActionManager.InvokeAction(String actionname) in x:\Source\Core\Actions\ActionManager.cs:line 407
at CodeImp.DoomBuilder.Windows.MainForm.InvokeTaggedAction(Object sender, EventArgs e) in x:\Source\Core\Windows\MainForm.cs:line 472
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
everennui wrote:I'm having an issue with Sound Propagation Mode in the last few builds.
Fixed. The crash was caused by single-sided lines with only back sidedef attached.
Which raises the question: are such lines actually required for anything, or should I add some logic to flip them on map loading / modify "Flip Linedef" action to only flip them to point "correct" (front side only) way?
camaxide wrote:I get this when trying to save the file
Not sure what's going on here. I've added some debug code right before this crash happens, so if this happens again, the exception should contain more details... So, your goal is to make it crash again and post the new error message
MaxED wrote:The crash was caused by single-sided lines with only back sidedef attached.
Which raises the question: are such lines actually required for anything, or should I add
some logic to flip them on map loading / modify "Flip Linedef" action to only flip them to
point "correct" (front side only) way?
I was wondering how it is possible to get such linedefs, which made me experiment a bit and I came up with this scenario
Spoiler:
While employing Make Sectors Mode in everennui's map fixes the sidedness, it does not fix all linedefs shown in the video-clip. An additional check for such linedefs would be good.
Thank you. I wasn't sure what all that sidedef/linedef stuff was, but Kappes Buur's video made it more clear. The notches shouldn't point into the void. I'm still a bit of a noob, but I'm learning new stuff every day. Thank you so much. I want to try it right now, but I gotta go to the laundromat :/.
Addendum: It works now even with my sidefs screwed up. I know there's a way to find specific linedefs, but I don't remember how. Is there also a way to go to whatever the issue is directly from the errors and warnings menu? I thought I saw someone do that. I can see how it's good practice to point the linedef notch toward the map, if not only to learn good vanilla rules. There's a lot of stuff that UDMF lets you get away with when compared to Doom format I've noticed.