GZDoomBuilder-Bugfix, a maintenance fork of GZDB

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Doominer441
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Doominer441 »

Screw me, I guess.
Last edited by Doominer441 on Sat Nov 18, 2017 3:13 pm, edited 1 time in total.
Nevander
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Nevander »

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

Post by ZZYZX »

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

Post by NachtIntellect »

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.
GENTEK
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GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by GENTEK »

Hi! :D
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:
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Kappes Buur
 
 
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Kappes Buur »

GENTEK wrote: 256 is the maximum amount for brightness in a sector right ?
Correct, for GZDB and GZDBBF.
  • 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.
In all cases this is visually reflected as the brightness of the sector goes up or down.

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.
GENTEK
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GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by GENTEK »

So something is broken!
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Kappes Buur
 
 
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Kappes Buur »

Did you install the required software ?
  • Microsoft .Net Framework 3.5
  • DirectX 9.0 Runtime
Try the GZDB installer from DRDteam. Install it into a dedicated folder.
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zrrion the insect
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by zrrion the insect »

What do you have the color of the sector set to?
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Kappes Buur
 
 
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Kappes Buur »

Spoiler:
GENTEK
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by GENTEK »

FIXED Thanks Kappes Buur! :D
Bauul
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Bauul »

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

Post by Zeberpal »

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

Post by Empyre »

On the first tab in Preferences, there is a checkbox for Synchronize camera position between 2D and 3D modes. Is that what you mean?
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Zeberpal
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Zeberpal »

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.
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