GZDoomBuilder-Bugfix, a maintenance fork of GZDB

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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Postby Ozymandias81 » Tue Mar 05, 2019 5:31 am

Kappes Buur wrote:None of the linedef action specials above 255 work in GZDBBF, although they work from scripts.

Hey thank you a lot for these, always useful :wub:
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Postby Nash » Tue Mar 05, 2019 5:45 am

Daryn wrote:I just wanted to refer back to my bug report post here...

viewtopic.php?f=232&t=54957&start=975#p1088627

In case it got lost in the shuffle. It's still an issue.


I would suggest you add it to the Github "Issues" tab because forum posts can get lost easily.

That said, to be quite frank with you, expect it to not be addressed/fixed for some time... it seems that the maintainer of this program hasn't updated it in quite some time; probably busy with other (paid? IDK) projects and/or put GZDB on very low priority... pinged him about the possiblity of adding someone to have commit access to the Github repo but got no response. Only other option to keep GZDB moving forward is if someone else forks GZDB-BF. Then we'll have a fork of a fork of a fork. =P (DB2 -> GZDB -> GZDB-BF)
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Postby Rachael » Tue Mar 05, 2019 6:04 am

Nash wrote:Then we'll have a fork of a fork of a fork. =P

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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Postby Kappes Buur » Wed Mar 06, 2019 5:40 am

Extracting r3048 will still give a problem with the Visplane Explorer.
Replace the files in Plugin with boris's fixed version of the plugin

viewtopic.php?f=232&t=54957&start=990#p1093100
viewtopic.php?f=232&t=54957&p=1086399#p1086397
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Postby ZZYZX » Sat Mar 16, 2019 3:53 am

Hey. So I'd like to make an announcement (which will probably be duplicated at the first post)

When I started this fork, I was still quite active in the Doom community and even played Zandronum MP :roll:
However over these years I lost both free time and interest in Doom (actually I half-left the community overall, only randomly writing code that seems interesting to me, and hanging in the Discord).

I'm looking for someone who's willing to continue (in any way) with improving GZDB(BF).
I think the best way to do this would be adding him/them as a collaborator(s) to my repo, because this way they should also have access to all issues that were already reported, and we won't have to change any URLs.

I'm available to contact either here in PM or in Discord (ZZYZX#1394)
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Postby Nash » Sun Mar 17, 2019 4:35 am

Thank you for all your hard work in keeping GZDB alive, ZZYZX. Hopefully we can find someone to keep the torch burning. Good luck with your other projects!
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Postby DavidN » Mon Mar 18, 2019 5:41 pm

Hi ZZYZX - thanks so much for carrying GZDBBF this far! I wouldn’t be able to carry a massive amount of development full-time, but I’ve tampered with bits and pieces of it over the last couple of years :) If that qualifies me, I’d be glad to maintain people’s contributions and keep the project alive.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Postby Enjay » Mon Mar 18, 2019 5:51 pm

I've only recently (finally) started using GZDB with any sort of regularity. It's a great editor and I really appreciate the efforts of ZZYZX in keeping it alive, as well as all the other contributors to it both past present and future.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Postby SuaveSteve » Sat Mar 23, 2019 5:18 pm

Joined sectors are being unjoined when moved. Is it having to do with these issues?

https://github.com/jewalky/GZDoom-Build ... x/issues/7
https://github.com/jewalky/GZDoom-Build ... issues/163

It's very annoying and doesn't happen in DBX.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Postby boris » Sat Mar 23, 2019 6:12 pm

What version are you using? It works fine for me, also the example map from issue 163 (i.e. it doesn't split the sectors unintentionally).
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Postby Kappes Buur » Sat Mar 23, 2019 6:41 pm

SuaveSteve wrote:It's very annoying and doesn't happen in DBX.


That broke way back in GZDoom Builder r2638 (2016-05-29)
Rewritten vertex/linedef/sector dragging logic.


r2637


r2638
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Postby boris » Sun Mar 24, 2019 4:37 am

OK, I waded through the old thread and apparently this only happens if you don't have the "Merge Dragged Vertices Only" option set. Enable it (either from the "Edit" menu or the toolbar button), and it doesn't split the sectors anymore.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Postby SuaveSteve » Sun Mar 24, 2019 9:01 am

boris wrote:OK, I waded through the old thread and apparently this only happens if you don't have the "Merge Dragged Vertices Only" option set. Enable it (either from the "Edit" menu or the toolbar button), and it doesn't split the sectors anymore.


Thanks for the tip, seems to be working ok.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Postby SuaveSteve » Tue Mar 26, 2019 9:00 am

SuaveSteve wrote:
boris wrote:OK, I waded through the old thread and apparently this only happens if you don't have the "Merge Dragged Vertices Only" option set. Enable it (either from the "Edit" menu or the toolbar button), and it doesn't split the sectors anymore.


Thanks for the tip, seems to be working ok.


And it's back again. Not sure why, was working with some other sectors fine to start with but then started breaking them again, too. Oh well, I just mass move in DBX for now.

I hope one day we have one rock solid amazing editor for GZD instead of a fork of a fork and a fork of a fork of a fork.

EDIT: Ok, it seems certain combinations of moving lines/vertices and Merge options changes it. It's PITA to remember these things.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Postby boris » Tue Mar 26, 2019 11:40 am

SuaveSteve wrote:EDIT: Ok, it seems certain combinations of moving lines/vertices and Merge options changes it. It's PITA to remember these things.


Does it spit if you have "Merge Draggen Vertices Only" enabled? It will split in the other two modes - that's how MaxED intended and designed it.
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