Search found 437 matches

by CodeImp
Sun Jan 20, 2013 8:06 am
Forum: Abandoned/Dead Projects
Topic: GZDoom Builder 2.3
Replies: 5615
Views: 591413

Re: GZDoom Builder 1.14

There is a code page setting on the Scintilla control which (I suppose) should set the character encoding to use. It could be related to the input of special characters, but I'm not sure. I have linked this setting in the script configurations, so if you open the script configuration files and edit ...
by CodeImp
Mon Dec 17, 2012 2:34 pm
Forum: Off-Topic
Topic: The WIP Thread
Replies: 30881
Views: 2150375

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

This is what I'm working on, together with Rex and a few others. Don't forget to set the quality to HD (720p). yTRA7ezuanE Please note that it is incomplete, it just shows what we currently have. The maps in the video are missing a lot of detail (some walls are even solid color) have a lot of ...
by CodeImp
Thu Dec 06, 2012 2:40 pm
Forum: Abandoned/Dead Projects
Topic: GZDoom Builder 2.3
Replies: 5615
Views: 591413

Re: GZDoom Builder 1.13a: GZDoom features in Doom Builder 2

OK I have scheduled the upgrade. You should get an email when it is done. Thanks.
by CodeImp
Thu Dec 06, 2012 12:44 pm
Forum: Abandoned/Dead Projects
Topic: GZDoom Builder 2.3
Replies: 5615
Views: 591413

Re: GZDoom Builder 1.13a: GZDoom features in Doom Builder 2

Hey MaxED, Sourceforge is asking me to upgrade the Doom Builder project to their new platform because they want to get rid of their old platform. Are you OK with this? Some URLs will change and (according to Sourceforge) you will get an email with the new information so you can relocate your local ...
by CodeImp
Mon Apr 16, 2012 1:41 pm
Forum: Abandoned/Dead Projects
Topic: GZDoom Builder 2.3
Replies: 5615
Views: 591413

Re: GZDoomBuilder 1.01: GZDoom features in Doom Builder 2

Huh? how is that possible, 1493 was made 2 days ago... did you apply all changes from the repository ever since you started working on GZDoom Builder? There's nothing hard with that. It's just a TSVN "merge changes" dialog box away. Yes, for you and me, but from private communications I understood ...
by CodeImp
Mon Apr 16, 2012 12:00 pm
Forum: Abandoned/Dead Projects
Topic: GZDoom Builder 2.3
Replies: 5615
Views: 591413

Re: GZDoomBuilder 1.01: GZDoom features in Doom Builder 2

Huh? how is that possible, 1493 was made 2 days ago... did you apply all changes from the repository ever since you started working on GZDoom Builder?
by CodeImp
Mon Apr 09, 2012 10:20 am
Forum: Editing (Archive)
Topic: Mass Replacement of Textures/Flats
Replies: 8
Views: 691

Re: Mass Replacement of Textures/Flats

Find / replace in DB2...
by CodeImp
Sat Apr 07, 2012 12:54 pm
Forum: Abandoned/Dead Projects
Topic: GZDoom Builder 2.3
Replies: 5615
Views: 591413

Re: GZDoomBuilder: bringing GZDoom features into Doom Builde

Hey this is a nice project, I like to see this! Indeed this can't all be done with a plugin, because the API doesn't let you change shaders and other low-level rendering features. So this is a good project for people that want more features. You may even want to add the features that my GZDoom ...
by CodeImp
Sat Feb 04, 2012 7:48 pm
Forum: Editing (Archive)
Topic: Very latest version of DB2 and GZDoom Plugin?
Replies: 16
Views: 1068

Re: Very latest version of DB2 and GZDoom Plugin?

Allow me to bump this topic; The GZDoom plugin and all of its features are only meant for UDMF format. Don't use it for anything else. The GZDoom visual mode that this plugin has only modifies the UDMF texture offsets as it allows texture alignment for each part of a wall (upper, middle, lower ...
by CodeImp
Thu Dec 15, 2011 12:15 pm
Forum: Editing (Archive)
Topic: Tall room wraparound error at short-int, even with UDMF maps
Replies: 8
Views: 704

Re: Tall room wraparound error at short-int, even with UDMF

Vanilla and sourceport limitations. Doom Builder only has limits to keep you from fraking things up ;)
by CodeImp
Mon Dec 12, 2011 10:20 am
Forum: Editing (Archive)
Topic: Adding things to Doombuilder
Replies: 25
Views: 6518

Re: Adding things to Doombuilder

DB should be able to get more from the decorate info than just the name. But if you want to edit config files please COPY a game configuration for your projects! Don't edit the existing ones because they are managed by me and are over written with updates on new versions. (and if an existing ...
by CodeImp
Tue Dec 06, 2011 3:49 am
Forum: Editing (Archive)
Topic: New Doom Builder release (2.1.1.1466)
Replies: 25
Views: 3128

Re: New Doom Builder release (2.1.1.1466)

And HERE the plugin is, courtesy of Tiger.
by CodeImp
Mon Dec 05, 2011 2:06 am
Forum: Editing (Archive)
Topic: New Doom Builder release (2.1.1.1466)
Replies: 25
Views: 3128

Re: New Doom Builder release (2.1.1.1466)

That changelog entry isn't supposed to be there. It got in there by mistake when I first started working on the plugin. Be patient, I suspect there will be an unoffical build of that plugin soon.
by CodeImp
Sun Dec 04, 2011 4:52 pm
Forum: Editing (Archive)
Topic: New Doom Builder release (2.1.1.1466)
Replies: 25
Views: 3128

Re: New Doom Builder release (2.1.1.1466)

The features are still very sourceport-specific, so yes, it is needed that they are is a plugin instead of cluterring the clear and standardized (is that even a word?) code of the doom builder core. Also, the plugin is experimental, buggy and a work in progress. I don't want that to influence DB.
by CodeImp
Sun Dec 04, 2011 4:12 pm
Forum: Editing (Archive)
Topic: New Doom Builder release (2.1.1.1466)
Replies: 25
Views: 3128

Re: New Doom Builder release (2.1.1.1466)

The way I do it is press ALT+F then press 1. This basically opens File menu and select the most recently loaded file. DB will then ask you which map you wish to load from the file (also which resources and game configuration, but those should already be correct as they are remembered the last time ...

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