GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Doominer441
- Posts: 198
- Joined: Thu Oct 24, 2013 9:04 pm
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Screw me, I guess.
Last edited by Doominer441 on Sat Nov 18, 2017 3:13 pm, edited 1 time in total.
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
It is no illusion. I know for a fact on R2734 it is possible to press a letter and have it start at the first texture that matches that letter. Sometimes it does what you suggest and find any texture matching the pattern. I want to know how to always filter it by an exact match starting with the letter. Please make that an option if you can to change the behavior. It's helpful for it to filter by the start of a letter for my purposes.ZZYZX wrote:It always shows textures that have the pattern in them. It never shows textures that START with the pattern. If you think it does, it's an illusion.
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Texture browser was changed at some revision (R2780-s). Which, kind of, caused this fork. But all I know is that after the change it always searches by "contains", not "starts with".
Yes, this can be changed eventually.
Yes, this can be changed eventually.
- NachtIntellect
- Posts: 305
- Joined: Wed Feb 29, 2012 2:10 pm
- Location: Bienenstock, Germany
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Hey, I am not too sure if I am asking for too much or not, but it would be extremely helpful if you could add a feature that allows people to load maps from PK3's, I don't speak for everybody but the amount of times I have to pull out a map from a PK3 just to edit it or put a wad into the PK3, it's kind of tedious every time I want to make some new changes.
GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Hi!
256 is the maximum amount for brightness in a sector right ? Because if yes that seem broken I must draw 512 to have the same amount of 256!
EXAMPLE:
256 is the maximum amount for brightness in a sector right ? Because if yes that seem broken I must draw 512 to have the same amount of 256!
EXAMPLE:
Spoiler:
- Kappes Buur
-
- Posts: 4120
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
- Contact:
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Correct, for GZDB and GZDBBF.GENTEK wrote: 256 is the maximum amount for brightness in a sector right ?
- In both, either the Edit mode or Visual Mode, using the Ctrl+Scrollwheel increases/decreases
the brightness by 8 from 0 to 256. - In Sectors Mode, using the up/down handles of the Brightness box of the Edit Sectors window
increases/decreases the brightness by 1 from 0 to 256.
Setting anything higher than 256 has the same effect as just 256.
[edit]
In DB2 and DBX, the range is 0 to 255 and no Ctrl+Scrollwheel shortcut or visual feedback.
Last edited by Kappes Buur on Wed Nov 01, 2017 12:02 pm, edited 3 times in total.
GZDoomBuilder-Bugfix, a maintenance fork of GZDB
So something is broken!
- Kappes Buur
-
- Posts: 4120
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
- Contact:
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Did you install the required software ?
- Microsoft .Net Framework 3.5
- DirectX 9.0 Runtime
- zrrion the insect
- Posts: 2411
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- Location: Time Station 1: Moon of Glendale
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
What do you have the color of the sector set to?
- Kappes Buur
-
- Posts: 4120
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
- Contact:
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
FIXED Thanks Kappes Buur!
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
The latest versions of GZDoom come with an updated version of lights.pk3, that when you add as a Resource in GZDB doesn't display in Visual Mode (so things like torches and candles don't display any kind of dynamic light when added).
Using the lights.pk3 from an older version of GZDoom (e.g. 2.1.1) they do show up in the editor ok, so it looks like GZDB just needs to be updated to read the new directory structure of the latest lights.pk3.
Using the lights.pk3 from an older version of GZDoom (e.g. 2.1.1) they do show up in the editor ok, so it looks like GZDB just needs to be updated to read the new directory structure of the latest lights.pk3.
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Hello! Is it possible to turn on VIsual Mode Camera linking back? I noticed GZDBBUGFIX doesn't support it. By default at least, I cannot find how to turn it on anywhere in the options.
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
On the first tab in Preferences, there is a checkbox for Synchronize camera position between 2D and 3D modes. Is that what you mean?
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Thanks Empyre, I turned it off, half-measure though. It's just, in current GZDBFIX when switching modes, camera always stick to mouse cursor and it driving me crazy. I mean, I move mouse cursor here and there, and when I switch to 3D I usually find myself in deep darkness, because my mouse cursor was at the edge of the world in 2d mode. I find switching directly to Visual Mode Camera actor more accurate, maybe it's just a matter of habit.