GZDoomBuilder-Bugfix, a maintenance fork of GZDB

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

Post by Rachael »

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

Post by ZZYZX »

Added. Thanks for reminding and the build.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by printz »

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

Post by Tormentor667 »

ZZYZX wrote:What's the memory usage for that map?
How can I find that out? In the task manager it's 885 MB if that helps - I have 16 GB of RAM btw.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Nevander »

Tormentor667 wrote:In the task manager it's 885 MB
That sounds like a lot. Usually for me it might be 100-200 MB for a large sized UDMF map.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by ZZYZX »

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?
Maybe.
Please https://github.com/jewalky/GZDoom-Builder-Bugfix/issues to make sure that I remember that this suggestion even exists.
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.
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.
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.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Doom Grey »

But is there going to be 64-bit version one day, so it would be possible to use extremely big maps?
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Accensus »

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

Post by Tormentor667 »

Nevander wrote:
Tormentor667 wrote:In the task manager it's 885 MB
That sounds like a lot. Usually for me it might be 100-200 MB for a large sized UDMF map.
Well, BoA maps a re a bit larger than standard large sized UDMF maps.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Kinsie »

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

Post by Xaser »

ZZYZX wrote:ZZDoomBuilder? :lol:
I like this idea. Bonus points if someone puts an epic beard in the logo somewhere.


[I wonder how many times I can make this reference this year.]
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Rachael
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Rachael »

It needs a midi theme song, as well - more specifically, the midi'ized version of La Grange.
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Kinsie
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Kinsie »

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

Post by Armaetus »

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

Post by ZZYZX »

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.
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