GZDoomBuilder-Bugfix, a maintenance fork of GZDB

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ibm5155
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by ibm5155 »

ZZYZX wrote:I think before it could find scripts that were in the same directory as the map. Now it also (?) finds scripts in resources. Or not. Maxed changed something about it back then and a lot of people were complaining, that's all I remember.
Yeah, I got pissed by that, as an example this:
import "acsfolder\myacs.acs"
worked before, and later i was forced to do:
import "D:\development\doom\mods\mymod\acsfolder\myacs.acs"

Idk when that happened, but before it looked in the edited map folder by the resources and later it skipped that check.
All I know I just decided to update my update the gzdoom builder do find out it got slade3 build in, doom engine in, audio playback, nazi parser,.... but my favorite feature was broken :(

EDIT: that without the resource folder loaded, I never tested it with the resource folder
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ZZYZX
 
 
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by ZZYZX »

I think maxed just utterly failed to explain people how does the new way work. The way with adding as resource sounds way better actually, and doesn't cause as much pain as people complain (if you know that you have to do it obv).
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ibm5155
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by ibm5155 »

I tried to do what nash did but it didn't work.
It only shows the .pk3 and .wad files loaded but not the resource folder. (so I cant load the acs file with the short path)
Maybe it's a XP related problem?

EDIT: nevermind it's working....
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Batandy
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Batandy »

Can this be fixed?
Image
This is a 3d floor with 155 opacity, as you can see it's almost totally invisible in some parts (if it's inside/in front of water) etc, and that makes it hard to modify it

Here's how it's rendered ingame
Image
No problem as you can see.

I remember that it worked fine a few builds back, it just recently started displaying like that
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ZZYZX
 
 
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by ZZYZX »

Can you send a minimally reproducible example? (and another screenshot for that example so I could compare if my experience differs)
I don't remember changing anything about translucency in the last few builds.
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Batandy
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Batandy »

ZZYZX wrote:Can you send a minimally reproducible example? (and another screenshot for that example so I could compare if my experience differs)
I don't remember changing anything about translucency in the last few builds.
Alright, here it is:
Image

http://www.mediafire.com/file/bi8psnbsf ... entbug.wad
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ZZYZX
 
 
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by ZZYZX »

https://github.com/jewalky/GZDoom-Build ... issues/105
Noted, will fix in the next few days or so. Reproduces for me as well. That bug is really bad :(
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Da Spadger
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Da Spadger »

Da Spadger wrote:For some reason the DoomImp replacement I've made doesn't show up in the editor with the appropiate sprite. What am I doing wrong?

This is the Decorate code:
Spoiler:
Hey, still trying to figure this one out. :)

Sprites are all there. It uses the same ones as the original. This should be working.
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ZZYZX
 
 
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by ZZYZX »

No idea, can you send the wad?

(also — in case anyone noticed that builds are less often now — that's because I'm super busy with all the things, but I'm trying to generally close one or two issues per weekend still, giving priority to regressions and fatal stuff...)
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Numnzel
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Numnzel »

Take it easy.

BTW, been disconnected of this thread a while, so there's a possibility that this is already mentioned back:

1. Brightness mode is somewhat buggy. Here's an image. Whenever I modify the sector light color or fade it 'updates' and show the actual color in the sector. Don't know how this happened.
Spoiler:
2. Also, since I don't know what version, the editor doesn't recognize the doom2.wad sprites I'm using on some monster replacements (IE: doesn't warn about fatso and zombieman replacements) am I the only one who has this fault? Am I doing something wrong?? In-game works perfectly without warnings.
Spoiler:
Spoiler:
Thank you for your attention.
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Da Spadger
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Da Spadger »

ZZYZX wrote:No idea, can you send the wad?
Sure thing. I'll send it via PM. :)
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by ZZYZX »

The sprite problem is probably the same as DaSpadger's. And it was probably caused by the "replacing 8-rotated sprite with 1-rotated" fix...
Anyway, on the brightness mode — idk. Report a bug on the tracker (GZDB-BF one, github issues).
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Kappes Buur
 
 
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Kappes Buur »

@Da Spadger
@Numnzel

Try to eliminate the replaces keyword and give them DoomED numbers

Code: Select all

ACTOR Troop : DoomImp 15553
Actor NewDemon : Demon 15552
Actor NewZombieMan : ZombieMan 15551
which works for me

Image

or, you could use a version of GZDoom_Builder before r2637.
That is before stringent error checks were introduced.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Nevander »

Or do what I do and ignore the errors since I know that in-game all will be normal.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Armaetus »

I've seen no changes in the rotations if I load up a resource WAD with Romero's additional rotations for the player, zombieman and sergeant. It just shows the stock ones from the IWAD.
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