Porting GZDoom Builder to Linux

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Re: Porting GZDoom Builder to Linux

Postby Gustavo6046 » Sun Sep 01, 2019 1:17 pm

A bit off-topic, but thumbs up for GIMP. Also, what is SWP?

Anyway, I can't wait to see a working version of this! C♯ is sucky for Linux development; even though Microsoft did try to bring it to our land, their past choices were already too big of a shadow cast on their products, and it was already too late.
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Re: Porting GZDoom Builder to Linux

Postby Graf Zahl » Mon Sep 02, 2019 2:55 am

axredneck wrote:
MartinHowe wrote:... Paint.Net...

Krita? Gimp? AzPainter?


That's quite like saying when someone complains about Linux not having the Notepad++ editor to use vim.
Sometimes a specific tool hits the sweet spot between usability and feature support - and if that happens most so-called alternatives will fall flat.

I'm having the same problem on macOS: All the graphics software is either garbage or costs $$$ which my employer won't pay for my infrequent needs. So it's the Windows VM and Paint.NET.
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Re: Porting GZDoom Builder to Linux

Postby polyzium » Tue Sep 03, 2019 12:14 am

I use Pinta as a replacement for Paint.Net, GIMP is way too complicated for me
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Re: Porting GZDoom Builder to Linux

Postby axredneck » Tue Sep 03, 2019 11:37 am

Yes, if Gimp and Krita are too complex, then Pinta, KolourPaint, MTPaint, GrafX2 etc
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Re: Porting GZDoom Builder to Linux

Postby MartinHowe » Tue Sep 03, 2019 11:41 am

@Graf Zahl +1 your comments about sweet spot, I was using a VM and GZDB/Paint.NET in Linux.

@polyzium - I did too and for the same reason, but when they stopped updating it and it kept crashing I was left with no alternative but the above.

As for GIMP, it's way too complicated for simple editing; fine if you do a lot of artwork, but you can't even save a file, you have to "export" it and then when closing it says the original file isn't saved! I haven' t found a good SIMPLE image editor for Linux yet.

@axredneck - thanks, I'll check the other two out, KolourPaint, MTPaint, GrafX2 too, since you Ninja'd me with them as I was typing this :p
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Re: Porting GZDoom Builder to Linux

Postby axredneck » Tue Sep 03, 2019 3:30 pm

Pinta, KolourPaint, MTPaint, GrafX2...

... LibreSprite, Aseprite, XPaint, Gnome Drawing...
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Re: Porting GZDoom Builder to Linux

Postby Matt » Wed Sep 11, 2019 6:27 pm

Just the other week I gave up trying to get on IRC because I was overwhelmed with the options for clients. (SnakeCharmer then recommended HexChat and that finally broke me out of it.)

Seconding Kolourpaint for anything that doesn't require layers, vectors, alpha channels or custom brushes.
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Re: Porting GZDoom Builder to Linux

Postby Blue Shadow » Wed Sep 11, 2019 7:47 pm

Can we stay on topic, please?
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Re: Porting GZDoom Builder to Linux

Postby Talon1024 » Wed Sep 11, 2019 10:42 pm

Speaking of which, I managed to fix a crash that happened when trying to add a new sector. I've tried to fix the grid being vertically inverted, but I don't know if my solution is the best one.
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Re: Porting GZDoom Builder to Linux

Postby dpJudas » Thu Sep 12, 2019 2:51 am

About the inverted things, they are caused by Direct3D using top-down frame buffers while OpenGL uses bottom-up. I am not sure what is the best way to address it other than flipping the transforms for when it happens.

For the null pointer crash, that code is way too convoluted for me to be able to judge if your fix there is correct or not. My solution would be to rewrite that entire function as it is clearly overcomplicating things that could have been solved much nicer by adding some helper functions or a helper class.
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