GZDoom Builder 2.3
-
Breezeep
- Posts: 213
- Joined: Sun Mar 02, 2014 5:12 pm
- Location: The Slipgate Complex
Re: GZDoom Builder 1.14
As far as I can remember, I first Dragged and dropped all of the contents of gothictx.wad (including TEXTURE1 AND PNAMES)
Next, I dragged and dropped all the graphics from decontex.wad and in the texture editor, I just typed in the names of the patches.
I could send you a PM for the DL link of the wad to look at it, but I'm not very sure what I did wrong.
Next, I dragged and dropped all the graphics from decontex.wad and in the texture editor, I just typed in the names of the patches.
I could send you a PM for the DL link of the wad to look at it, but I'm not very sure what I did wrong.
-
Kappes Buur
-

- Posts: 4241
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
Re: GZDoom Builder 1.14
See my response in the Slade3 thread.Breezeep wrote:As far as I can remember, I first Dragged and dropped all of the contents of gothictx.wad (including TEXTURE1 AND PNAMES)
Next, I dragged and dropped all the graphics from decontex.wad and in the texture editor, I just typed in the names of the patches.
I could send you a PM for the DL link of the wad to look at it, but I'm not very sure what I did wrong.
-
Tormentor667
- Posts: 13562
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
Re: GZDoom Builder 1.14
Hey MaxEd, is this already implemented?
http://realm667.com/board/viewtopic.php?f=44&t=6006
http://realm667.com/board/viewtopic.php?f=44&t=6006
-
MaxED
- Posts: 2246
- Joined: Tue Feb 28, 2012 12:55 pm
Re: GZDoom Builder 1.14
Not yet. Also, as far as I can tell, pitch and roll properties currently don't do anything in GZDoom...
-
Blue Shadow
- Posts: 5046
- Joined: Sun Nov 14, 2010 12:59 am
Re: GZDoom Builder 1.14
They're relevant for models, I think... or am I wrong?
-
Nash
-

- Posts: 17513
- Joined: Mon Oct 27, 2003 12:07 am
- Location: Kuala Lumpur, Malaysia
Re: GZDoom Builder 1.14
Pitch and roll will affect the model if the relevant MODELDEF flags are defined (these features have been around forever).

(That car actually auto-adjusts its pitch and roll as it moves around sloped terrain :D It's still not perfect though)

(That car actually auto-adjusts its pitch and roll as it moves around sloped terrain :D It's still not perfect though)
-
Sandro
- Posts: 185
- Joined: Sat Oct 05, 2013 8:03 am
- Location: Erathia
Re: GZDoom Builder 1.14
Something suddenly came in my mind : what about a "Find sectors with same properties" option ? Would this be more accessible to make... ?MaxED wrote:Search/Replace mode uses the uniform way to perform searches (one search value, one replace value) and the uniform way to display the results.
To add the stuff you suggest would require adding 5 separate ways to display map elements (one for sectors, linedefs, sidedefs, vertices and things) and 28 separate ways to perform searches (because they should have different number of input options).
-
Kappes Buur
-

- Posts: 4241
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
Re: GZDoom Builder 1.14
Feature Request:
When I have a map without a SCRIPTS lump and I want to include some scripting,
would it be possible to have the Script Editor open with the lines
When I have a map without a SCRIPTS lump and I want to include some scripting,
would it be possible to have the Script Editor open with the lines
- #include "zcommon.acs"
script 1 (void)
{
}
-
MaxED
- Posts: 2246
- Joined: Tue Feb 28, 2012 12:55 pm
Re: GZDoom Builder 1.14
Currently I want to finish adding thing scale/pitch/roll support in UDMF map format. I've already added most of the stuff, but there are many things, which require testing and tweaking.
I'm planning to add the ability to insert and edit code snippets.Kappes Buur wrote:When I have a map without a SCRIPTS lump and I want to include some scripting,
would it be possible to have the Script Editor open with the lines
Can't you just use incremental search (search for first parameter, check "Within current selection", search for second/third/... parameter)?.. I mean, just how many times you need to find map elements by 3 or more parameters?Sandro wrote:Something suddenly came in my mind : what about a "Find sectors with same properties" option ? Would this be more accessible to make... ?
You do not have the required permissions to view the files attached to this post.
-
Blue Shadow
- Posts: 5046
- Joined: Sun Nov 14, 2010 12:59 am
Re: GZDoom Builder 1.14
Nice! Looking forward to it.MaxED wrote:Currently I want to finish adding thing scale/pitch/roll support in UDMF map format. I've already added most of the stuff, but there are many things, which require testing and tweaking.
-
Sandro
- Posts: 185
- Joined: Sat Oct 05, 2013 8:03 am
- Location: Erathia
Re: GZDoom Builder 1.14
I have tons of little square sectors with various floor/ceiling heights and brightness level. I wasn't aware of that method you just explained ; it works nice, I just think what I asked for would make things faster :MaxED wrote:Can't you just use incremental search (search for first parameter, check "Within current selection", search for second/third/... parameter)?.. I mean, just how many times you need to find map elements by 3 or more parameters?
E.g : Select a sector, use a binded key for the "Find similar sectors" option, and then use the "Join Sectors" key...
So this would need only a few seconds to do, instead of this incremental search, where you need to select an area, search for floor height, then ceiling height, then brightness, then join corresponding sectors, and repeat this over and over for hundred of different sectors (and where you would need to check each time one sector informations to type it in the search mode...))
If I estimate correctly (also judging by the number of sectors I need to pack in my map), this would require hours. With a "Find sectors with same properties" option (on a binded key), this would just take few minutes... So this could help to make my work really faster.
But, I guess this isn't a primary request, unlike what you're actually working on with things scale/pitch/roll. I just wanted to know if my suggestion would be easy to do, or if I must encounter a straight "No".
-
Nash
-

- Posts: 17513
- Joined: Mon Oct 27, 2003 12:07 am
- Location: Kuala Lumpur, Malaysia
Re: GZDoom Builder 1.14
My body is ready!!! :DMaxED wrote:Currently I want to finish adding thing scale/pitch/roll support in UDMF map format. I've already added most of the stuff, but there are many things, which require testing and tweaking.
(Also, don't forget shortcut keys to alter scale, pitch and roll in real-time in the 3D editor, for ultimate WYSIWYG! :D)
-
MartinHowe
- Posts: 2111
- Joined: Mon Aug 11, 2003 1:50 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Linux Mint
- Graphics Processor: nVidia with Vulkan support
- Location: East Suffolk (UK)
Re: GZDoom Builder 1.14
Hi All
I have been out of the loop for ages due to a severe case of Real Life. I just noticed that Doom Builder 2 has not been updated for ages; should I assume that the original Doom Builder 2 is dead and that GZDoom Builder is now the de-facto standard for ZDoom editing on Windows?
I have been out of the loop for ages due to a severe case of Real Life. I just noticed that Doom Builder 2 has not been updated for ages; should I assume that the original Doom Builder 2 is dead and that GZDoom Builder is now the de-facto standard for ZDoom editing on Windows?
-
Gez
-

- Posts: 17946
- Joined: Fri Jul 06, 2007 3:22 pm
Re: GZDoom Builder 1.14
Basically, yes.
CodeImp was satisfied with DB2's status and preferred to go on to other projects; MaxED started a fork for GZDoom-specific features which ended up getting new non-GZDoom-specific features as well.
Lots of people still use DB2 because it's rather stable and robust, though. But if you want something that keeps getting updated and where you can report bugs or request features and hope to see them addressed quickly, switch to GZDB. (Alternatively, you can help betatest SLADE3's map editor, but to be honest GZDB is a lot farther ahead and is developed faster; and I'd still recommend using GZDB for large maps. Protip: you can set SLADE 3 so that you have the option to edit maps in DB2/GZDB.)
CodeImp was satisfied with DB2's status and preferred to go on to other projects; MaxED started a fork for GZDoom-specific features which ended up getting new non-GZDoom-specific features as well.
Lots of people still use DB2 because it's rather stable and robust, though. But if you want something that keeps getting updated and where you can report bugs or request features and hope to see them addressed quickly, switch to GZDB. (Alternatively, you can help betatest SLADE3's map editor, but to be honest GZDB is a lot farther ahead and is developed faster; and I'd still recommend using GZDB for large maps. Protip: you can set SLADE 3 so that you have the option to edit maps in DB2/GZDB.)
-
MartinHowe
- Posts: 2111
- Joined: Mon Aug 11, 2003 1:50 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Linux Mint
- Graphics Processor: nVidia with Vulkan support
- Location: East Suffolk (UK)
Re: GZDoom Builder 1.14
Thanks
I have no idea how far back into Doom editing I will have the time for, but it's nice to know which are the best tools right now.