GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Tormentor667
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Just out of curiosity: If the automated updater doesn't work anymore, where can I get the latest version then? And is this still being worked on?
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
From here.Tormentor667 wrote: where can I get the latest version then?
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
OccasionallyTormentor667 wrote:And is this still being worked on?
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Thank you! I never found this feature, but it does exactly what I want!Gez wrote:I believe GZDB-BF has a full MAPINFO parser, so if you redefine the corresponding [wiki=MAPINFO/Editor number definition]doomednums[/wiki] to "None" then they should disappear I think. You can find the list of all [wiki]standard editor numbers[/wiki] on the wiki.
Edit: Now that I implemented it, I am also wondering if it's possible to do a similar thing, but with moving folders to sit next to the other folders (keys / powerups) instead of all the way at the bottom?
Edit 2: Ofcourse, my question asks for a non-config way, but it's probably not possible without modifying the config, so I will do this as a temporary solution unles there's no other way.
Last edited by Fused on Mon Mar 05, 2018 2:13 am, edited 1 time in total.
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Gez wrote:I believe GZDB-BF has a full MAPINFO parser, so if you redefine the corresponding [wiki=MAPINFO/Editor number definition]doomednums[/wiki] to "None" then they should disappear I think. You can find the list of all [wiki]standard editor numbers[/wiki] on the wiki.
Oh wow this is much cleaner than having to create and maintain my own GZDB game config... thanks for the tip! :D
- Tormentor667
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Thank youBlue Shadow wrote:From here.Tormentor667 wrote: where can I get the latest version then?
- Tormentor667
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Feature request: Automatically rename all "shortname" textures into "longname" textures.
For example, if there are textures like "TILE_R04", they are automatically changed into their "longname" refers, e.g. "textures/tile_r04.png" - this would help a lot for the new "materials" folder/feature to avoid double the work or double the amount of data if you have build your maps with mixed names (short/longname) without having that in mind
For example, if there are textures like "TILE_R04", they are automatically changed into their "longname" refers, e.g. "textures/tile_r04.png" - this would help a lot for the new "materials" folder/feature to avoid double the work or double the amount of data if you have build your maps with mixed names (short/longname) without having that in mind
- StrikerMan780
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
I wonder how difficult it would be to get a 64-bit compile of GZDoom Builder Bugfix? I am using GZDB to edit a very, very large map with a lot of high-res textures and models, and GZDoom Builder crashes with an out of memory exception quite frequently.
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Hey there I got a crash when I go to "Things Mod" on one of my maps using the version r3004.
It happens everytime at 100% chances, however the crash never happened when I used the version r2992 so I decided to get back to that one.
And here is the map: https://drive.google.com/file/d/1zAn8Z8 ... sp=sharing
Code: Select all
***********SYSTEM INFO***********
OS: Microsoft Windows 10 Famille
GPU: Intel(R) HD Graphics 530
GZDB: R3004
********EXCEPTION DETAILS********
La valeur ne peut pas être null.
Nom du paramètre : collection
à System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
à System.Collections.Generic.List`1.InsertRange(Int32 index, IEnumerable`1 collection)
à CodeImp.DoomBuilder.GZBuilder.Data.LinksCollector.GetDynamicLightShapes(IEnumerable`1 things, Boolean highlight) dans w:\dev\GZDoom-Builder\Source\Core\GZBuilder\Data\LinksCollector.cs:ligne 737
à CodeImp.DoomBuilder.BuilderModes.ThingsMode.UpdateHelperObjects() dans w:\dev\GZDoom-Builder\Source\Plugins\BuilderModes\ClassicModes\ThingsMode.cs:ligne 1095
à CodeImp.DoomBuilder.BuilderModes.ThingsMode.OnEngage() dans w:\dev\GZDoom-Builder\Source\Plugins\BuilderModes\ClassicModes\ThingsMode.cs:ligne 173
à CodeImp.DoomBuilder.Editing.EditingManager.ChangeMode(EditMode nextmode) dans w:\dev\GZDoom-Builder\Source\Core\Editing\EditingManager.cs:ligne 370
à CodeImp.DoomBuilder.Editing.EditModeInfo.UserSwitchToMode() dans w:\dev\GZDoom-Builder\Source\Core\Editing\EditModeInfo.cs:ligne 166
à CodeImp.DoomBuilder.Actions.Action.Begin() dans w:\dev\GZDoom-Builder\Source\Core\Actions\Action.cs:ligne 266
à CodeImp.DoomBuilder.Actions.ActionManager.BeginActionByKey(Int32 key, Boolean repeated) dans w:\dev\GZDoom-Builder\Source\Core\Actions\ActionManager.cs:ligne 576
à CodeImp.DoomBuilder.Actions.ActionManager.KeyPressed(Int32 key) dans w:\dev\GZDoom-Builder\Source\Core\Actions\ActionManager.cs:ligne 515
à CodeImp.DoomBuilder.Windows.MainForm.MainForm_KeyDown(Object sender, KeyEventArgs e) dans w:\dev\GZDoom-Builder\Source\Core\Windows\MainForm.cs:ligne 1399
à System.Windows.Forms.Control.OnKeyDown(KeyEventArgs e)
à System.Windows.Forms.Control.ProcessKeyEventArgs(Message& m)
à System.Windows.Forms.Control.ProcessKeyMessage(Message& m)
à System.Windows.Forms.Control.WmKeyChar(Message& m)
à System.Windows.Forms.Control.WndProc(Message& m)
à System.Windows.Forms.ScrollableControl.WndProc(Message& m)
à System.Windows.Forms.ContainerControl.WndProc(Message& m)
à System.Windows.Forms.Form.WndProc(Message& m)
à CodeImp.DoomBuilder.Windows.MainForm.WndProc(Message& m) dans w:\dev\GZDoom-Builder\Source\Core\Windows\MainForm.cs:ligne 4146
à System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
à System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
à System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
It happens everytime at 100% chances, however the crash never happened when I used the version r2992 so I decided to get back to that one.
And here is the map: https://drive.google.com/file/d/1zAn8Z8 ... sp=sharing
- Kappes Buur
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Other than missing textures and unknown actors your map loaded without problem:
Spoiler:However, changing the editing mode to Things Mode crashes the map.
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Yeah, I decided to give the map without the ressources which are from a project much bigger to download because as you can see the crash still happens without them.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
I performed some "surgery" on your map so that it no longer crashes when changing Modes.
It is easy to follow, you just need another map which has few actors or just the player:
It is easy to follow, you just need another map which has few actors or just the player:
- Open both maps in Slade3.
- In cdm07.wad delete THINGS.
- From the other map copy/paste THINGS into cdm07.
- Save cdm07.wad.
- Close Slade3.
- Open cdm07.wad in GZDB-BF_r3004.
- Run F4 (Map Analysis) and fix all non-texture related errors.
- Edit out the actors and reinstall the proper actors.
- Save the map.
Spoiler:
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Thank you for the help, looks like it worked
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Guys, I think I've found some sort of glitch:
I'm using plenty of textures(PatchFMT & PNG), flats(FlatFMT) in my ~60mB WAD.
One of the latest flats I added using SLADE3 is: Converted to 4kB 64x64 flat lump beside the others,
but appears as an 1x1 px black square when displayed in GZDB. This appears in visual mode as well.
I tried to export it, reconvert it, import it, change name, but nothing helps.
Running it in GZDoom works fine and the flat is correctly displayed as an 64x64 flat, but not in GZDB itself.
I'm using GZDoom Builder (Bugfix) v2.3.0.3004.
What is this sort of bug?
Never seen this before.
ZZYZX or anyone?
I'm using plenty of textures(PatchFMT & PNG), flats(FlatFMT) in my ~60mB WAD.
One of the latest flats I added using SLADE3 is: Converted to 4kB 64x64 flat lump beside the others,
but appears as an 1x1 px black square when displayed in GZDB. This appears in visual mode as well.
I tried to export it, reconvert it, import it, change name, but nothing helps.
Running it in GZDoom works fine and the flat is correctly displayed as an 64x64 flat, but not in GZDB itself.
I'm using GZDoom Builder (Bugfix) v2.3.0.3004.
What is this sort of bug?
Never seen this before.
ZZYZX or anyone?
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Why would you want to convert from a 2.77kb png truecolor image to a 4 kb Doom flat image?Chickenlegz wrote:Stuff
What is this sort of bug?
Never seen this before.
ZZYZX or anyone?
Not only that, but that png image can be further reduced in size with the optimize option(s)
in Edit-Preferences-Graphics-PNG:
Spoiler:to 1.87 kb. Placing the image between TX_ markers you can use it either as wall texture or flat texture.
This is not a bug, certainly not with GZDBBF when you present a corrupted image to the editor.
As to the conversion in Slade3, to convert to a flat image the image must be between F_ markers.