Search found 20 matches
- Thu Aug 26, 2021 11:47 am
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1056
- Views: 419534
Re: Ultimate Doom Builder
I've encountered two issues with UDB, 3.0.0.3782 in Eternity Engine doom format configuration. First, the linedef flag '3DMidTex' is ignored/cleared when copying and pasting map sections. This happens in both linedef and sector mode, regardless of preferences set in Preferences > Pasting tab. Second ...
- Sat Oct 26, 2019 4:31 pm
- Forum: Creation, Conversion, and Editing
- Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
- Replies: 3113
- Views: 401778
Re: SLADE Discussion - Latest: v3.1.7 (07/Oct/2019)
I haven't checked all 2,8k replies here to see if it's mentioned before, but there is (was?) a problem with the maintenance functionality in v3.1.4. The 'remove unused patches' function used on my WIP finds a 'wall30_3' patch that is apparently unused and thus subsequently removes it. Problem is: it ...
- Thu Jun 28, 2018 1:32 am
- Forum: Scripting
- Topic: Teleport between map copies?
- Replies: 2
- Views: 326
Re: Teleport between map copies?
I have something similar, although I'm still not quite sure if it will make the final cut. This initiated not by a weapon, but by a monster's projectile. But the principle is more or less the same. It works by using an attack (in your case, self-inflicted by your own weapon firing) with a custom ...
- Mon Jan 01, 2018 8:45 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 166078
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Feature request: ability to search for linedefs/sectors with a certain tag range. Eg. select all linedefs with tags between 50 and 60.
Feature request (UDMF): ability to search for values for a linedef's or sector's custom fields.
Feature request (UDMF): ability to search for values for a linedef's or sector's custom fields.
- Sat Oct 14, 2017 2:14 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [Boom compat] change effect trigger
- Replies: 3
- Views: 427
Re: [Boom compat] change effect trigger
Gotcha. Which Heretic map / area would that be?
- Sat Oct 14, 2017 12:59 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [Boom compat] change effect trigger
- Replies: 3
- Views: 427
[Boom compat] change effect trigger
Hi, In a Doomworld thread (https://www.doomworld.com/forum/topic/97332-how-to-reveal-secret-without-player-entering-any-specific-sector) the question was asked how to create a triggerable secret tag for Boom-compatible ports. My suggestion was to turn the sector the player was standing on from ...
- Tue Nov 01, 2016 3:29 pm
- Forum: General
- Topic: A Netcode Discussion [Actor Collision Exclusion split]
- Replies: 77
- Views: 5253
Re: [ZScript] Actor Collision Exclusion
All that said, if the complaints come from the regular Doomworld Mafia, it was to be expected, especially that they prove unwilling to improve things. Can't express in words how disappointed I am with that view. ZDoom is the accepted de facto standard of Doom modding, and to think any proper Doomer ...
- Thu May 12, 2016 4:23 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 592875
Re: GZDoom Builder 2.3
If it happens again I'll make sure to save the relevant info. Succes :) ***********SYSTEM INFO*********** OS: Microsoft® Windows Vista™ Home Premium GPU: ATI Radeon HD 3650 GZDB: R2620 ********EXCEPTION DETAILS******** Index was outside the bounds of the array. at CodeImp.DoomBuilder.BuilderModes.Li ...
- Thu May 12, 2016 2:46 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 592875
Re: GZDoom Builder 2.3
Any chance to actually see the full error message?.. If it happens again I'll make sure to save the relevant info. But as of this build (R2620) I've been unable to replicate this error. Something new: the map check options (F4) are not saved between sessions: after / before . The second picture is ...
- Tue May 10, 2016 4:32 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 592875
Re: GZDoom Builder 2.3
Game configurations: added "sidedefcompressionignoresaction" property This partly fixes the problem. Sidedefs belonging to linedefs with different tags don't get packed, as far as I noticed. However, sidedefs belonging to linedefs with the same tag (and with everything else the same) still get ...
- Sun May 08, 2016 5:43 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 592875
Re: GZDoom Builder 2.3
It doesn't do this anymore in Linedef mode: no highlighting of linedefs, no selection of linedefs possible and no Info Panel. What am I doing wrong? After a frustrating search I've pinpointed this issue: it's the "stitch geometry within" option in Preferences > Editing. When set to '0' (since I don ...
- Sun May 08, 2016 3:34 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 592875
Re: GZDoom Builder 2.3
Thanks Boris and MaxED for fixing the sidedef packing issue. So, I've switched from Doombuilder2 to GZDoombuilder SVN2615. Unfortunately I've ran into a silly issue. Now, normally you can move around your mouse and it would highlight things or sectors while in Thing or Sector mode and display ...
- Sun May 01, 2016 6:14 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [zdbsp 1.19] compression troubles
- Replies: 3
- Views: 394
[zdbsp 1.19] compression troubles
Not sure if this is a bug or not, but I suspect zdbsp does not take tags into account when deciding how to compress sidedefs. I've been working on a map that recently broke the 65535 sidedef limit (before building). While still under this limit, zdbsp would build (-Xbo) and compress (this checked ...
- Thu Jan 07, 2016 2:43 am
- Forum: Editing (Archive)
- Topic: Permanently open Polyobject Swing Door? [SOLVED]
- Replies: 3
- Views: 600
Re: Permanently open Polyobject Swing Door? [SOLVED]
I don't suppose there is a way to also make swinging / sliding polyobjects behave more like normal Doom doors, so that they bounce back and retry after being blocked? Or like Duke3D / Blood so you open a door that stays open but closes when interacting with it again?
- Tue Dec 30, 2014 4:01 am
- Forum: Resources
- Topic: [RESOURCE] zrrion's Bunch O' Stuff
- Replies: 285
- Views: 99015
Re: [RESOURCE] zrrion's Bunch O' Stuff
Based on texture 14 from the original post, here are some garage type doors: https://imageshack.com/i/exfVAqyZp. Free for community use.