GZDoomBuilder-Bugfix, a maintenance fork of GZDB
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- Posts: 4949
- Joined: Sun Nov 14, 2010 12:59 am
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
That only applies to the morph functions, as far as I'm aware.
The TID parameter isn't optional in SpawnSpotFacingForced, actually, so it needs to be passed. The wiki was wrong.
The TID parameter isn't optional in SpawnSpotFacingForced, actually, so it needs to be passed. The wiki was wrong.
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
I somehow managed to get a crash report of a random freeze when in 3D View Mod.
Format: Zandronum Doom2 UDMF
Format: Zandronum Doom2 UDMF
Code: Select all
***********SYSTEM INFO***********
OS: Microsoft Windows 10 Famille
GPU: Intel(R) HD Graphics 530
GZDB: R2921
********EXCEPTION DETAILS********
D3DERR_INVALIDCALL: Invalid call (-2005530516)
à SlimDX.Result.Throw[T](Object dataKey, Object dataValue)
à SlimDX.Result.Record[T](Int32 hr, Boolean failed, Object dataKey, Object dataValue)
à SlimDX.Direct3D9.Device.BeginScene()
à CodeImp.DoomBuilder.Rendering.D3DDevice.StartRendering(Boolean clear, Color4 backcolor, Surface target, Surface depthbuffer) dans w:\dev\GZDoom-Builder\Source\Core\Rendering\D3DDevice.cs:ligne 441
à CodeImp.DoomBuilder.Rendering.Renderer3D.Start() dans w:\dev\GZDoom-Builder\Source\Core\Rendering\Renderer3D.cs:ligne 309
à CodeImp.DoomBuilder.BuilderModes.BaseVisualMode.OnRedrawDisplay() dans w:\dev\GZDoom-Builder\Source\Plugins\BuilderModes\VisualModes\BaseVisualMode.cs:ligne 1224
à CodeImp.DoomBuilder.Windows.MainForm.RedrawDisplay() dans w:\dev\GZDoom-Builder\Source\Core\Windows\MainForm.cs:ligne 1011
à CodeImp.DoomBuilder.VisualModes.VisualMode.OnProcess(Int64 deltatime) dans w:\dev\GZDoom-Builder\Source\Core\VisualModes\VisualMode.cs:ligne 1132
à CodeImp.DoomBuilder.BuilderModes.BaseVisualMode.OnProcess(Int64 deltatime) dans w:\dev\GZDoom-Builder\Source\Plugins\BuilderModes\VisualModes\BaseVisualMode.cs:ligne 1193
à CodeImp.DoomBuilder.Windows.MainForm.processor_Tick(Object sender, EventArgs e) dans w:\dev\GZDoom-Builder\Source\Core\Windows\MainForm.cs:ligne 4267
à System.Windows.Forms.Timer.OnTick(EventArgs e)
à System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m)
à System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)[quote][/quote]
- SiMpLeToNiUm
- Posts: 112
- Joined: Mon Aug 01, 2016 9:06 am
Reference Manual
Does the Reference Manual need a file to work?
I got GZDoom Builder from here :
I changed nothing, opened no maps, only opened the links in the Help section, and only opened the Errors and Warnings a few times.
I tried to use the Manual in every way I know how, but I have come to the conclusion that it may only work with a file that I do not have.
I am beginning the switch from Doom Builder 2 to GZdoom Builder, so I wanted to know everything there is to know about the latter.
Here is an image of the Manual open, after attempting to open some topics:
Thanks for reading
I got GZDoom Builder from here :
Spoiler:extracted the 7z and ran Builder.exe.
I changed nothing, opened no maps, only opened the links in the Help section, and only opened the Errors and Warnings a few times.
I tried to use the Manual in every way I know how, but I have come to the conclusion that it may only work with a file that I do not have.
I am beginning the switch from Doom Builder 2 to GZdoom Builder, so I wanted to know everything there is to know about the latter.
Here is an image of the Manual open, after attempting to open some topics:
Spoiler:
Thanks for reading
- Kappes Buur
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- Posts: 4120
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
- Contact:
Re: Reference Manual
This might help you https://weblog.west-wind.com/posts/2012 ... r-Internethatakethecopyninja wrote:Does the Reference Manual need a file to work?
However, if that does not work then you can use a stand alone app CHM DECODER by GridInsoft
- SiMpLeToNiUm
- Posts: 112
- Joined: Mon Aug 01, 2016 9:06 am
Re: Reference Manual
Solved. Thank you.Kappes Buur wrote:This might help you
I only had to open the help file one time within the GZDB directory.
After that there was a security prompt. Unchecking 'always show this when I attempt to open this file' was the solution.
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Code: Select all
class Z_SkyLightBase : PointLight {}
class Z_SkyLight : Z_SkyLightBase {}
class Z_SkyLightAttenuated : Z_SkyLightBase { Default{ +INCOMBAT } }
What I mean is being able to render their circle radius in 2D view, and actually render lighting in the 3D view, as well as set the RGB and intensity parameters, just like the stock dynamic light actors.
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
You don't make it recognize anything because it currently doesn't really support inheriting special arguments in any way, including builtin dynlight inheritance.
Key word here is "currently". Might be added later. I don't have time for shit atm.
Currently it just checks for DoomEdNum to decide the light type.
edit: Added. Added your perversion with +INCOMBAT as well.
Note that this was pretty invasive change into the dynamic light detection code and somewhat into the custom actor argument parsing/inheritance code. Please report any unexpected behavior. Preferably to GitHub issues.
Basically, right now it should pretend that any actor inherited from *PointLight* classes is a builtin dynamic light.
It should inherit all arguments of that dynamic light type from the game configuration.
It should change the exact type of that dynamic light (normal, additive, subtractive, attenuated) based on actor flags in the replacing actor.
Also, added $ClearArgs to remove inherited arguments (both from game configuration and other actors).
Key word here is "currently". Might be added later. I don't have time for shit atm.
Currently it just checks for DoomEdNum to decide the light type.
edit: Added. Added your perversion with +INCOMBAT as well.
Note that this was pretty invasive change into the dynamic light detection code and somewhat into the custom actor argument parsing/inheritance code. Please report any unexpected behavior. Preferably to GitHub issues.
Basically, right now it should pretend that any actor inherited from *PointLight* classes is a builtin dynamic light.
It should inherit all arguments of that dynamic light type from the game configuration.
It should change the exact type of that dynamic light (normal, additive, subtractive, attenuated) based on actor flags in the replacing actor.
Also, added $ClearArgs to remove inherited arguments (both from game configuration and other actors).
- SiMpLeToNiUm
- Posts: 112
- Joined: Mon Aug 01, 2016 9:06 am
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
I would like to post a praise rather than a bug or problem.ZZYZX wrote:edit: Added. Added your perversion with +INCOMBAT as well.
Note that this was pretty invasive change into the dynamic light detection code and somewhat into the custom actor argument parsing/inheritance code. Please report any unexpected behavior. Preferably to GitHub issues.
Basically, right now it should pretend that any actor inherited from *PointLight* classes is a builtin dynamic light.
It should inherit all arguments of that dynamic light type from the game configuration.
It should change the exact type of that dynamic light (normal, additive, subtractive, attenuated) based on actor flags in the replacing actor.
Also, added $ClearArgs to remove inherited arguments (both from game configuration and other actors).
ZZYZX, you seem to be doing very good work here, and as a user, I appreciate it.
Wanted to highlight how quickly your changes were rolled out, detected by the editor on startup, and then seamlessly integrated as a patch.
Wonderful. Keep it up man!
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Hey that's not me; Graf Zahl decided to re-use existing flags rather than making new ones for whatever reason.ZZYZX wrote: edit: Added. Added your perversion with +INCOMBAT as well.
THANK YOU for the fast addition. I'll tell you if there are any bugs (on the Github).
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Have you seen the flag fields in the source? I think we're up to our 7th 32-bit field now - and that's only for the actor class.Nash wrote:Hey that's not me; Graf Zahl decided to re-use existing flags rather than making new ones for whatever reason.
Code: Select all
ActorFlags flags;
ActorFlags2 flags2; // Heretic flags
ActorFlags3 flags3; // [RH] Hexen/Heretic actor-dependant behavior made flaggable
ActorFlags4 flags4; // [RH] Even more flags!
ActorFlags5 flags5; // OMG! We need another one.
ActorFlags6 flags6; // Shit! Where did all the flags go?
ActorFlags7 flags7; // WHO WANTS TO BET ON 8!?
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
You are forgetting the bounce flags word and the render flags word and the effect flags word, so we really are at 10, not 7...
The reason I hijacked those flags come from a time when the parser was less flexible. Don't forget that most of this stuff is 11 years old. Today I just would add a special light flags list.
The reason I hijacked those flags come from a time when the parser was less flexible. Don't forget that most of this stuff is 11 years old. Today I just would add a special light flags list.
- Mysterious Haruko
- Posts: 12
- Joined: Fri Nov 25, 2016 5:36 pm
- Location: Purple Sky
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
I've got the almost same error in 3d mode,except my format is boom. I couldn't do anything,even copy error message and post here. Does screenshot count as error report?I'm not very good code writer and error message is quite large.blood wrote:I somehow managed to get a crash report of a random freeze when in 3D View Mod.
Format: Zandronum Doom2 UDMF
Code: Select all
***********SYSTEM INFO*********** OS: Microsoft Windows 10 Famille GPU: Intel(R) HD Graphics 530 GZDB: R2921 ********EXCEPTION DETAILS******** D3DERR_INVALIDCALL: Invalid call (-2005530516) à SlimDX.Result.Throw[T](Object dataKey, Object dataValue) à SlimDX.Result.Record[T](Int32 hr, Boolean failed, Object dataKey, Object dataValue) à SlimDX.Direct3D9.Device.BeginScene() à CodeImp.DoomBuilder.Rendering.D3DDevice.StartRendering(Boolean clear, Color4 backcolor, Surface target, Surface depthbuffer) dans w:\dev\GZDoom-Builder\Source\Core\Rendering\D3DDevice.cs:ligne 441 à CodeImp.DoomBuilder.Rendering.Renderer3D.Start() dans w:\dev\GZDoom-Builder\Source\Core\Rendering\Renderer3D.cs:ligne 309 à CodeImp.DoomBuilder.BuilderModes.BaseVisualMode.OnRedrawDisplay() dans w:\dev\GZDoom-Builder\Source\Plugins\BuilderModes\VisualModes\BaseVisualMode.cs:ligne 1224 à CodeImp.DoomBuilder.Windows.MainForm.RedrawDisplay() dans w:\dev\GZDoom-Builder\Source\Core\Windows\MainForm.cs:ligne 1011 à CodeImp.DoomBuilder.VisualModes.VisualMode.OnProcess(Int64 deltatime) dans w:\dev\GZDoom-Builder\Source\Core\VisualModes\VisualMode.cs:ligne 1132 à CodeImp.DoomBuilder.BuilderModes.BaseVisualMode.OnProcess(Int64 deltatime) dans w:\dev\GZDoom-Builder\Source\Plugins\BuilderModes\VisualModes\BaseVisualMode.cs:ligne 1193 à CodeImp.DoomBuilder.Windows.MainForm.processor_Tick(Object sender, EventArgs e) dans w:\dev\GZDoom-Builder\Source\Core\Windows\MainForm.cs:ligne 4267 à System.Windows.Forms.Timer.OnTick(EventArgs e) à System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m) à System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)[quote][/quote]
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Screenshot counts if it contains your graphics adapter name
Do you have Intel as well?
Do you have Intel as well?
- Mysterious Haruko
- Posts: 12
- Joined: Fri Nov 25, 2016 5:36 pm
- Location: Purple Sky
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
It doesn't. It was fatal windows forms error as I can see now. I don't know if this was my computer's fault or builder made weird things before got freeze. And yes I use Intel stuff inside. Should I try provide basic computer information and show that screenshot?
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Would be nice if you did. No bug can be fixed without a valid stack trace. At least top two lines of it, which should be in the screenshot.