GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
abbuw - not related to your issue, but how the hell did you get GZDB into a dark theme?! Is there some setting I've been missing the whole time...?
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
There's no secret setting, it's a custom Windows 10 theme.Gutawer wrote:abbuw - not related to your issue, but how the hell did you get GZDB into a dark theme?! Is there some setting I've been missing the whole time...?
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
What's the difference between "-NOFLAT-" and just "-"? If I wanted to make the default textures for all maps be the missing texture, which one do I use because the editor uses just a single dash to represent no texture.
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
-NOFLAT- is the checkerboard texture that GZDoom uses when you have a missing texture.
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
The Doomworld poll you linked to.Rachael wrote:It's already opt-in. And where did you get the idea you're in the "majority"?printz wrote:We're the majority who consider that the default textures are fine. So make it an opt-in feature, not opt-out.
And a default floor texture to make people happy is FLAT20, as it is normally only used for door bottoms and looks very plain otherwise. For walls just use DOORTRAK as it looks equally silly. Nobody would use those textures for long walls.
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
That poll has nothing to do with the actual idea of changing the defaults to -NOFLAT- which - I am sorry to say, you appear to be the only one so far not in support of.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Is it me, or does GZDoombuilder not highlight/show what the errors are for script compilation anymore?
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
I had the same issue a while back. I found that the error panel was collapsed and just needed dragged back into view.Major Cooke wrote:Is it me, or does GZDoombuilder not highlight/show what the errors are for script compilation anymore?
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
+1 for that collapsed error panel annoyance. This has been bugging me forever but for now, I am not mapping enough yet so I didn't post about it... :S
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
GZDBBF doesn't seem to like DoomEDNums or GLDefs attached to ZScript actors for me:
Not sure if this is a bug or if I'm doing something wrong.
Code: Select all
Failed to apply MAPINFO DoomEdNum override "1300 = lightsource64": failed to find corresponding actor class...
Failed to apply MAPINFO DoomEdNum override "1301 = lightsourceceiling64": failed to find corresponding actor class...
Failed to apply MAPINFO DoomEdNum override "1302 = lightsource128": failed to find corresponding actor class...
Failed to apply MAPINFO DoomEdNum override "1303 = lightsourceceiling128": failed to find corresponding actor class...
Failed to apply MAPINFO DoomEdNum override "1304 = lightsource256": failed to find corresponding actor class...
Failed to apply MAPINFO DoomEdNum override "1305 = lightsourceceiling256": failed to find corresponding actor class...
Failed to apply MAPINFO DoomEdNum override "1306 = lightsourceceilingbus": failed to find corresponding actor class...
GLDEFS warning in "defrag.pk3\GLDEFS/PointLights.txt", line 19. DECORATE class "LightSource64" does not exist.
GLDEFS warning in "defrag.pk3\GLDEFS/PointLights.txt", line 23. DECORATE class "LightSourceCeiling64" does not exist.
GLDEFS warning in "defrag.pk3\GLDEFS/PointLights.txt", line 27. DECORATE class "LightSource128" does not exist.
GLDEFS warning in "defrag.pk3\GLDEFS/PointLights.txt", line 31. DECORATE class "LightSourceCeiling128" does not exist.
GLDEFS warning in "defrag.pk3\GLDEFS/PointLights.txt", line 35. DECORATE class "LightSource256" does not exist.
GLDEFS warning in "defrag.pk3\GLDEFS/PointLights.txt", line 39. DECORATE class "LightSourceCeiling256" does not exist.
GLDEFS warning in "defrag.pk3\GLDEFS/PointLights.txt", line 43. DECORATE class "LightSourceCeilingBus" does not exist.
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Same for me, I had it working before a long time ago but now it's given up for some reason.kevansevans wrote:GZDBBF doesn't seem to like DoomEDNums or GLDefs attached to ZScript actors for me
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
1. default textures — this is game configuration specific, and I can put -NOFLAT- in ZDoom/GZDoom configurations. Not Boom, ZDaemon and stuff like that, though.
The main reason for this being that for relatively recent ZDoom derivatives I can be 100% sure that it's present in that wad, and that it will function properly, while in other ports it's either not supported to have flats on walls (ZDaemon) or -NOFLAT- is not present altogether (everything else).
2. not found light sources — Is gzdoom.pk3 included in GZDB?
3. subtractive lights and everything being black afterwards — going to fix it really soon. (edit: fixed in R2991)
The main reason for this being that for relatively recent ZDoom derivatives I can be 100% sure that it's present in that wad, and that it will function properly, while in other ports it's either not supported to have flats on walls (ZDaemon) or -NOFLAT- is not present altogether (everything else).
2. not found light sources — Is gzdoom.pk3 included in GZDB?
3. subtractive lights and everything being black afterwards — going to fix it really soon. (edit: fixed in R2991)
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
How the hell do I make it so GZDoom Builder always shows textures starting by the letter you enter into the filter box when applying textures? Sometimes it automatically works, sometimes it instead shows me every texture with the letter in it.
For example, I want to be able to press the letter "S" and have the texture window start at the first texture that begins with the letter "S." Sometimes it does that, sometimes it doesn't and I still have to scroll down past in-use textures and a bunch of others with an S in it but not starting with S.
For example, I want to be able to press the letter "S" and have the texture window start at the first texture that begins with the letter "S." Sometimes it does that, sometimes it doesn't and I still have to scroll down past in-use textures and a bunch of others with an S in it but not starting with S.
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
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.