(G)ZDoom Editing Plugin (BETA)

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CodeImp
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(G)ZDoom Editing Plugin (BETA)

Post by CodeImp »

Now that my (G)ZDoom Editing Plugin for Doom Builder 2 has become somewhat stable and the first bunch of features are in, I am ready to release this as BETA to see if I can get some feedback and bug reports. Please hold back on feature requests for now, I have a bunch of things that I'd still like to add, so don't worry about that.

This video shows you what to do when you have the plugin and shows you a little bit of editing:
DEMO VIDEO

You can download the beta version here:
http://svn.drdteam.org/doombuilder2/db2-r1412.zip
You need to have the latest official version of Doom Builder 2 installed and just extract this over your Doom Builder 2 (overwrite it) and it will also give you the plugin.

After following the instructions in the video, open the attached demo WAD (attached below) to see some of the UDMF features that the plugin has.
Attachments
gzdoomeditingdemo.zip
UDMF Demo WAD
(2.72 KiB) Downloaded 770 times
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Mikk-
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Re: (G)ZDoom Editing Plugin (BETA)

Post by Mikk- »

Editing just got easier. :D
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.+:icytux:+.
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Re: (G)ZDoom Editing Plugin (BETA)

Post by .+:icytux:+. »

loving it big time. especially the vertex slope modifying in visual mode. i can only say: Hell yeah.

(a button to enable seeing sky?, seeing portals? :3 )
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CodeImp
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Re: (G)ZDoom Editing Plugin (BETA)

Post by CodeImp »

Portals is not going to happen, sky is not likely to happen (definitely no skybox). Things on the menu right now are: Individual texture offset editing (using UDMF offsets instead of sidedef offsets), floor/ceiling flat dragging in Visual Mode, special 'classic' editing mode to drag, rotate and scale floor/ceiling flats and maybe showing models in Visual Mode. So I have a lot to do still.
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Nash
 
 
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Re: (G)ZDoom Editing Plugin (BETA)

Post by Nash »

Tried the SVN yesterday; yes this is indeed very, VERY cool! There are some cases where 2-sided textures don't display properly (it is offset wrong) in one of my UDMF maps... I'll try to post a demo for you to check it out later.

Will it be able to render dynamic lights?
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chopkinsca
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Re: (G)ZDoom Editing Plugin (BETA)

Post by chopkinsca »

Wow, this is sweet. Tried it out on my 3d floor intensive map (247 lindefs with action 160) and it worked great. I can now see where I having missing textures from using slopes. I didn't think I'd see such a solid visual mode that supports gzdoom features so soon. I hope glowing flats are something you plan on adding ;)
Nash wrote:Will it be able to render dynamic lights?
I'd like to see this too. Would give me a reason to use them more. Especially if you can edit them dynamically in visual mode.
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CodeImp
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Re: (G)ZDoom Editing Plugin (BETA)

Post by CodeImp »

Nash wrote:Will it be able to render dynamic lights?
No, just like portals, this is something my 3D engine is simply not made for. Some things just can't be done, accept it :P
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Nash
 
 
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Re: (G)ZDoom Editing Plugin (BETA)

Post by Nash »

No worries... it's already awesome enough as it is! Keep up the good work, CodeImp!
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Caligari87
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Re: (G)ZDoom Editing Plugin (BETA)

Post by Caligari87 »

Here's a suggestion: Instead of rendering dynamic lights fully, could the plugin at least show some kind of bounding indicator to help see how "big" they are? Like a translucent "lens-flare-style" sprite colored according to the light's values?

8-)
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CodeImp
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Re: (G)ZDoom Editing Plugin (BETA)

Post by CodeImp »

I'd have to figure out where to get the light info from (color, distance, etc) but yea, I could make it do that.
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Re: (G)ZDoom Editing Plugin (BETA)

Post by NeuralStunner »

CodeImp wrote:I'd have to figure out where to get the light info from (color, distance, etc) but yea, I could make it do that.
GLDefs? :P

That reminds me, how is DB2 with #Include-ed data?
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Amuscaria
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Re: (G)ZDoom Editing Plugin (BETA)

Post by Amuscaria »

I think it's time for me to move on from DB 1.67. :P
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chopkinsca
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Re: (G)ZDoom Editing Plugin (BETA)

Post by chopkinsca »

Eriance wrote:I think it's time for me to move on from DB 1.67. :P
You should. It took me a few tries to adapt to DB2 from DB1 but I'm glad I finally made the change.
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Nash
 
 
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Re: (G)ZDoom Editing Plugin (BETA)

Post by Nash »

IMO the biggest issue one would face from migrating would be the different control schemes... something you can fix yourself in 2 minutes by reconfiguring all the keys to be similar to your DB1 setup. Everything else is basically "DB1 but 100 times more awesome".

It would be nice if DB2 supported loading control scheme presets, and ships with a DB1 preset... but that has nothing to do with this thread - sorry. :P
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Ceeb
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Re: (G)ZDoom Editing Plugin (BETA)

Post by Ceeb »

chopkinsca wrote:You should. It took me a few tries to adapt to DB2 from DB1 but I'm glad I finally made the change.
Now aren't you glad you listened to me? :3:
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