GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
For convenience (for both Nash and ZZYZX), here's the latest MinGW-compiled acc.exe
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Added. Thanks for reminding and the build.
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
I've noticed a possible design flaw in Doom Builder. When I select many objects and drag them, but I undo dragging, I lose the selection. This can be a problem if it takes a significant effort to select all the objects. Would it be better if the objects remain selected even if I undo?
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
How can I find that out? In the task manager it's 885 MB if that helps - I have 16 GB of RAM btw.ZZYZX wrote:What's the memory usage for that map?
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
That sounds like a lot. Usually for me it might be 100-200 MB for a large sized UDMF map.Tormentor667 wrote:In the task manager it's 885 MB
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Maybe.printz wrote:I've noticed a possible design flaw in Doom Builder. When I select many objects and drag them, but I undo dragging, I lose the selection. This can be a problem if it takes a significant effort to select all the objects. Would it be better if the objects remain selected even if I undo?
Please https://github.com/jewalky/GZDoom-Builder-Bugfix/issues to make sure that I remember that this suggestion even exists.
I should write it in large big letters somewhere: GZDB is 32-bit and does not support using more than ~2gb of memory at once! No matter how much memory you have overall, 4gb or 64gb.Tormentor667 wrote:How can I find that out? In the task manager it's 885 MB if that helps - I have 16 GB of RAM btw.
Also, I guess nothing can be done here. Your map is just too large. That's why there's a 64-bit version of GZDoom
Perhaps there is still some place for optimization of memory usage, but I haven't yet looked into it.
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
But is there going to be 64-bit version one day, so it would be possible to use extremely big maps?
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
The extremely big maps are not limited by the builder, but by the renderer, if I recall correctly. Not everything has been floatified, so some things are still limited, like map size.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Well, BoA maps a re a bit larger than standard large sized UDMF maps.Nevander wrote:That sounds like a lot. Usually for me it might be 100-200 MB for a large sized UDMF map.Tormentor667 wrote:In the task manager it's 885 MB
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
If you're really somehow going past 2gb of RAM usage in GZDB, try flagging the EXE as Large Address Aware using this tool, which (unless MaxEd or ZZYZX did something weird) should allow you to reach a whopping 4gb of RAM usage.
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
I like this idea. Bonus points if someone puts an epic beard in the logo somewhere.ZZYZX wrote:ZZDoomBuilder?
[I wonder how many times I can make this reference this year.]
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
It needs a midi theme song, as well - more specifically, the midi'ized version of La Grange.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
If you really have to change the name, referencing any specific source port is counter-intuitive on account of this editor being used by mappers for all ports. Lord knows, the MaxEd's insistence on calling this version GZDoom Builder confused enough people.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
When using gzdoom.pk3 in the files on loading my map to shut the editor up about the OutsideFog parameter error, the -NOFLAT-shows up as a usable texture. Might want to tell the editor to never have this texture as a choice for texture/flat choices.
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
It's a valid usable texture. You can put it on a wall and it'll be on a wall and not complain that it's missing.