Re: GZDoomBuilder: bringing GZDoom features into Doom Builde
Posted: Mon Apr 02, 2012 2:38 am
by MaxED
Enjay wrote:The OP mentions MD3 models. Are MD2s also supported?
Nope, currently MD3 models only. But if you stumble upon MD2 parser written in C#, let me know
Re: GZDoomBuilder: bringing GZDoom features into Doom Builde
Posted: Mon Apr 02, 2012 2:39 am
by MaxED
tobester wrote:Just wanted to say that I too have Windows Vista Home Premium and cannot get this program to run, same error as Agentbromsnor, crashes when I double click the icon to start it. Replaced the config and made sure .NET Framework and SLimDX were installed, but no dice. I don't think it's the program, just the OS
Can you send me/post "GZBuilder.log" file (it's located in "C:\Users\{user}\AppData\Local\Doom Builder\")?
Re: GZDoomBuilder: bringing GZDoom features into Doom Builde
Posted: Mon Apr 02, 2012 3:07 am
by Gez
Also known as %LOCALAPPDATA%/Doom Builder/ (yes; you can use environment variables in the file explorer's address bar).
Re: GZDoomBuilder: bringing GZDoom features into Doom Builde
Posted: Mon Apr 02, 2012 1:25 pm
by Doctor-Dos
I cant get mine to work?
Should I just run it from the folder?
Or copy and replace over Doom Builder?
Re: GZDoomBuilder: bringing GZDoom features into Doom Builde
Posted: Mon Apr 02, 2012 3:00 pm
by MaxED
Better run it from it's own folder...
Re: GZDoomBuilder: bringing GZDoom features into Doom Builde
Posted: Mon Apr 02, 2012 9:32 pm
by tobester
MaxED wrote:
tobester wrote:Just wanted to say that I too have Windows Vista Home Premium and cannot get this program to run, same error as Agentbromsnor, crashes when I double click the icon to start it. Replaced the config and made sure .NET Framework and SLimDX were installed, but no dice. I don't think it's the program, just the OS
Can you send me/post "GZBuilder.log" file (it's located in "C:\Users\{user}\AppData\Local\Doom Builder\")?
Ok, so when I opened my laptop tonight, I accidently hit the new GZBuilder icon I've made instead of the regular Builder icon, and it works! I'm not sure what has changed; the only thing I've done in the meantime is let the machine hibernate while I slept. I doubt it matters anymore, but here's the log file:
Spoiler:
Doom Builder 2.1 startup
Application path: C:/DoomStuff/GZDoomBuilder 1.0/GZDoomBuilder 1.0
Temporary path: C:\Users\tobester\AppData\Local\Temp\
Local settings path: C:\Users\tobester\AppData\Local\Doom Builder
Command-line arguments: 0
Loading program configuration...
Local user program configuration is missing!
New program configuration copied for local user
Program configuration is outdated, new configuration will be copied for local user
Starting action manager...
Binding static action methods for class General...
Loading main interface window...
Binding action methods for MainForm object...
Showing main interface window...
Starting Direct3D graphics driver...
Loading plugins...
Loading plugin 'BuilderModes' from 'BuilderModes.dll'...
Loading plugin 'CommentsPanel' from 'CommentsPanel.dll'...
Loading plugin 'CopyPasteSectorProps' from 'CopyPasteSectorProps.dll'...
Binding action methods for BuilderPlug object...
Loading plugin 'GZDoomEditing' from 'GZDoomEditing.dll'...
Loading plugin 'StairSectorBuilder' from 'StairSectorBuilder.dll'...
Binding action methods for BuilderPlug object...
Loading plugin 'Statistics' from 'Statistics.dll'...
Loading plugin 'TagRange' from 'TagRange.dll'...
Binding action methods for BuilderPlug object...
Loading plugin 'WadAuthorMode' from 'WadAuthorMode.dll'...
Loading game configurations...
Registered game configuration 'GZDoom: Doom (Doom format)' from 'GZDoom_DoomDoom.cfg'
Registered game configuration 'GZDoom: Doom (Hexen format)' from 'GZDoom_DoomHexen.cfg'
Registered game configuration 'GZDoom: Doom (UDMF)' from 'GZDoom_DoomUDMF.cfg'
Registered game configuration 'GZDoom: Hexen (UDMF)' from 'GZDoom_HexenUDMF.cfg'
Creating editing modes manager...
Binding action methods for EditingManager object...
Applying configuration settings...
Loading compiler configurations...
Registered compiler configuration 'zdoom_acc' from 'acc.cfg'
Registered compiler configuration 'skulltag_acc' from 'acc.cfg'
Registered compiler configuration 'bspw32' from 'bsp-w32.cfg'
Registered compiler configuration 'deepbsp' from 'deepbsp.cfg'
Registered compiler configuration 'glbsp' from 'glBSP.cfg'
Registered compiler configuration 'zdbsp' from 'zdbsp.cfg'
Registered compiler configuration 'zennode' from 'ZenNode.cfg'
Registered compiler configuration 'hexen_acc' from 'acc.cfg'
Loading nodebuilder configurations...
Registered nodebuilder configuration 'bspw32_normal' from 'bsp-w32.cfg'
Registered nodebuilder configuration 'bspw32_fast' from 'bsp-w32.cfg'
Registered nodebuilder configuration 'deepbsp_normal' from 'deepbsp.cfg'
Registered nodebuilder configuration 'glbsp_normal' from 'glBSP.cfg'
Registered nodebuilder configuration 'glbsp_fast' from 'glBSP.cfg'
Registered nodebuilder configuration 'zdbsp_normal' from 'zdbsp.cfg'
Registered nodebuilder configuration 'zdbsp_fast' from 'zdbsp.cfg'
Registered nodebuilder configuration 'zdbsp_compressed' from 'zdbsp.cfg'
Registered nodebuilder configuration 'zennode_normal' from 'ZenNode.cfg'
Registered nodebuilder configuration 'zennode_fast' from 'ZenNode.cfg'
Loading script configurations...
Loading color settings...
Creating application clock...
Creating types manager...
Binding static action methods for class GZBuilder...
Startup done
Temporary directory: C:\Users\tobester\AppData\Local\Temp\w1bb8v4x
Binding action methods for GridSetup object...
Binding action methods for UndoManager object...
Binding action methods for CopyPasteManager object...
Binding action methods for Launcher object...
Opening map 'MAP02' with configuration 'GZDoom_DoomUDMF.cfg'
Initializing graphics device...
Loading game configuration...
Creating temporary file: C:\Users\tobester\AppData\Local\Temp\w1bb8v4x\9j3wgftn.tmp
Opening source file: C:\DoomStuff\GZDoom\ecmap2.wad
Copying map lumps to temporary file...
Initializing map format interface UniversalMapSetIO...
Reading map data structures from file...
Loading data resources...
Opening PK3 resource 'C:\DoomStuff\GZDoom\ecres.pk3'
Opening WAD resource 'C:\DoomStuff\GZDoom\ecmap2.wad'
WARNING: None of the loaded resources define a color palette. Did you forget to configure an IWAD for this game configuration?
WARNING: Unable to find the DECORATE class 'PlayerPawn' to inherit from, while parsing 'DoomPlayer'
WARNING: Unable to find the DECORATE class 'Weapon' to inherit from, while parsing 'FireExtWeapon'
Starting background resource loading...
Loaded 28 textures, 28 flats, 0 colormaps, 2 sprites, 18 decorate things
Binding action methods for MapManager object...
Preparing to change editing mode to VerticesMode...
Editing mode changes from NULL to VerticesMode
Previous stable mode is NULL, previous classic mode is NULL
Binding action methods for VerticesMode object...
Editing mode change complete.
WARNING: GZBuilder: loading models...
Map loading done
Resources loading took 1.53 seconds
Preparing to change editing mode to BaseVisualMode...
Unbinding action methods for VerticesMode object...
Editing mode changes from VerticesMode to BaseVisualMode
Previous stable mode is VerticesMode, previous classic mode is VerticesMode
Binding action methods for BaseVisualMode object...
Starting exclusive mouse input mode...
Editing mode change complete.
Preparing to change editing mode to VerticesMode...
Unbinding action methods for BaseVisualMode object...
Stopping exclusive mouse input mode...
Editing mode changes from BaseVisualMode to VerticesMode
Previous stable mode is BaseVisualMode, previous classic mode is VerticesMode
Binding action methods for VerticesMode object...
Editing mode change complete.
Re: GZDoomBuilder: bringing GZDoom features into Doom Builde
Posted: Tue Apr 03, 2012 4:37 am
by Tormentor667
AWE-SOME!!!
...as soon as my internet is working again at home I will try this!
Re: GZDoomBuilder: bringing GZDoom features into Doom Builde
Posted: Fri Apr 06, 2012 2:34 am
by Nash
any plans to put the source up on svn? i'm interested in shipping my game project with a customized build of db2 and it would be amazing if i could sync my fork with yours...
Re: GZDoomBuilder: bringing GZDoom features into Doom Builde
Posted: Fri Apr 06, 2012 2:47 am
by MaxED
Nash wrote:any plans to put the source up on svn? i'm interested in shipping my game project with a customized build of db2 and it would be amazing if i could sync my fork with yours...
Well, since I'm working on it alone, I don't see much sense in doing so. I think I'll just release sources with next versions of GZBuilder.
Re: GZDoomBuilder: bringing GZDoom features into Doom Builde
Posted: Fri Apr 06, 2012 10:10 am
by Nash
That sounds good too. :D Keep up the good work! You have a long-term GZBuilder user here. ;D Hope you eventually implement the planned stuff...
Re: GZDoomBuilder: bringing GZDoom features into Doom Builde
Posted: Fri Apr 06, 2012 12:03 pm
by Tormentor667
Nash wrote:That sounds good too. Keep up the good work! You have a long-term GZBuilder user here. ;D Hope you eventually implement the planned stuff...
Not only you
Re: GZDoomBuilder: bringing GZDoom features into Doom Builde
Posted: Fri Apr 06, 2012 12:56 pm
by Gez
Have you thought about setting up some public repository for the source code?
Re: GZDoomBuilder: bringing GZDoom features into Doom Builde
Posted: Fri Apr 06, 2012 2:13 pm
by Ravick
Her... is there a way to see the bigger textures in the 3D mode?
Re: GZDoomBuilder: bringing GZDoom features into Doom Builde
Posted: Fri Apr 06, 2012 3:39 pm
by MaxED
Ravick wrote:Her... is there a way to see the bigger textures in the 3D mode?
Err... What's the problem with them?
Just a quick test using 1024x1024 textures on walls and floor:
Re: GZDoomBuilder: bringing GZDoom features into Doom Builde
Posted: Sat Apr 07, 2012 12:54 pm
by CodeImp
Hey this is a nice project, I like to see this! Indeed this can't all be done with a plugin, because the API doesn't let you change shaders and other low-level rendering features. So this is a good project for people that want more features. You may even want to add the features that my GZDoom Editing plugin has (many UDMF stuff such as flat rotation/scaling/offset, individual high/mid/low texture offsets and auto-align, slopes, etc) Keep up the good work! And if you have any technical questions, feel free to send me an email.
EDIT: Oh I just read that you don't use SVN... that would really be an improvement in your work! I can give you a branch in the same repository that DB2 is in and you should start off this branch with a copy from one of the base revisions (latest 1483?) and apply your changes from there. This is important, because then it is much easier to apply any changes that I make to the DB2 base (and I'm sure there will be changes that you would like to have as well, such as bug fixes) and with SVN you can just select my changes and apply them in your branch (may need some conflict resolving in parts where you changed code yourself, but you know your own code so you will know how to work that out). Kaiser did the same for Doom Builder 64, which is also a fork of DB2 just like your project. You can find his branch here and some more info here. Let me know what you think and if you like this then I'll make a branch for you!