GZDoomBuilder-Bugfix, a maintenance fork of GZDB

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Ozymandias81
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Ozymandias81 »

While I am not sure if this is only GZDB related or GZDoom, I noticed that since gzdoom-2.5pre-273-gb1e1f25 pitch was correctly applied / displayed for actors... but then it changed another time after gzdoom-2.5pre-278-g18d6fb7: why these values changes always randomly build by build?
It's quite a problem sometimes, you have to check everything day by day... I know that those aren't "stable" release builds, but well could be better I think.
Got any clues?

Screenshots here
issue.pk3
Pitch issue - GZDoom + Doom2
(151.39 KiB) Downloaded 27 times
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ZZYZX
 
 
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by ZZYZX »

Today I heard that there was some bug with model rotation. They say it's fixed now, would like Graf's explanation on what was the bug.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Kappes Buur »

Ozymandias81 wrote:While I am not sure if this is only GZDB related or GZDoom, I noticed that since gzdoom-2.5pre-273-gb1e1f25 pitch was correctly applied / displayed for actors... but then it changed another time after gzdoom-2.5pre-278-g18d6fb7: why these values changes always randomly build by build?
It's quite a problem sometimes, you have to check everything day by day... I know that those aren't "stable" release builds, but well could be better I think.
Got any clues?
The leaning pillar appears as well with GZDoom 3.0pre-24.
So I un7zipped your pwad to look at modeldef.txt. Deleting USEACTORPITCH and USEACTORROLL seems to stand the pillar upright properly.

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

Post by Ozymandias81 »

Kappes Buur wrote:
Ozymandias81 wrote:While I am not sure if this is only GZDB related or GZDoom, I noticed that since gzdoom-2.5pre-273-gb1e1f25 pitch was correctly applied / displayed for actors... but then it changed another time after gzdoom-2.5pre-278-g18d6fb7: why these values changes always randomly build by build?
It's quite a problem sometimes, you have to check everything day by day... I know that those aren't "stable" release builds, but well could be better I think.
Got any clues?
The leaning pillar appears as well with GZDoom 3.0pre-24.
So I un7zipped your pwad to look at modeldef.txt. Deleting USEACTORPITCH and USEACTORROLL seems to stand the pillar upright properly.

Image
Well I think there is a misunderstand here: I added pitch exactly for a reason, just check my imgur album link :wink:
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Ozymandias81
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Ozymandias81 »

ZZYZX wrote:Today I heard that there was some bug with model rotation. They say it's fixed now, would like Graf's explanation on what was the bug.
Yeah, even I wanted to know though, I reckon this has been fixed 4 or 5 times since I am involved on Blade of Agony development (February 2015) :(
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Ozymandias81 »

Even the most recent build of GZDoom seems to have the same issue... Any clues then? :?
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Armaetus »

This with a WAD file with Romero's additional rotations but shows the sprite rotations from the IWAD.. Disregard this, it was my fault my resource file lacked S_END in the WAD file.
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Kappes Buur
 
 
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Kappes Buur »

Glaice wrote:This with a WAD file with Romero's additional rotations but shows the sprite rotations from the IWAD..
How did you configure the DECORATE with the new rotations ?
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by juizzysquirt »

Is it possible to keep floor texture offsets when moving or rotating (group of) sectors in UDMF? This would be a real time saver, especially with using textures which are directly scaled from editor.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Ozymandias81 »

Ok, while no one has replied to my posts, fortunately Blue Shadow pointed me to the issue with pitch...

@ZZYZX
Do this commit need a bugfix for GZDB or do we need to fix objects pitch-wise for the 4th time in 2 years?
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by ZZYZX »

You probably need to fix objects because I'll make it equal to what GZDoom produces and they changed the behavior.
juizzysquirt wrote:Is it possible to keep floor texture offsets when moving or rotating (group of) sectors in UDMF? This would be a real time saver, especially with using textures which are directly scaled from editor.
Image

Among better news — fixed the weird transparency issue with 3D floors.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by juizzysquirt »

ZZYZX wrote:You probably need to fix objects because I'll make it equal to what GZDoom produces and they changed the behavior.
juizzysquirt wrote:Is it possible to keep floor texture offsets when moving or rotating (group of) sectors in UDMF? This would be a real time saver, especially with using textures which are directly scaled from editor.
Image

Among better news — fixed the weird transparency issue with 3D floors.
Oops... How did I miss that? :oops:
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Tango »

I went back a few pages and didn't see any other mentions of this, so apologies if I missed someone bringing this up already. I opened up the program recently for the first time in a few months and it seems that in my game configurations that used mixed textures + flats on ceilings and floors, all flats on the floor and ceiling appear in visual mode as if they're missing/unknown, even when I can clearly select them in the texture browser. Works fine if I put a texture on the floor, for example, but putting any flat on the floor or ceiling makes it render as unknown, as in this screenshot:
Spoiler:
I also poked around the menus and preferences but didn't see anything new, I think
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by ZZYZX »

Are you using long texture names? Otherwise, are you using any custom resources? Can you send your GZBuilder.cfg? (usually located at c:\Users\<username>\AppData\Local\Doom Builder)
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Armaetus »

Kappes Buur wrote:How did you configure the DECORATE with the new rotations ?
You can just run the file normally in limit removing without dealing with that.
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