GZDoom Builder 2.3

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Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2

Postby Uboa » Sun Sep 09, 2012 9:16 am

Nash wrote:
Uboa wrote:For some odd reason, dynamic lights don't even show up in my visual mode. They don't even show up as thing objects, and they don't give off light at all. I'm using the standard Dynamic Light objects. Is there any fix?


Try not loading zdoom.pk3 (or gzdoom.pk3) loaded as a Resource.

I'm actually using Zandronum, but I've tried Skulltag too. I load skulltag_data.pk3 as a resource, as well as skulltag_actors.pk3.
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Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2

Postby Nash » Sun Sep 09, 2012 9:43 am

Well try not loading them and see what happens.
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Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2

Postby Uboa » Sun Sep 09, 2012 9:54 am

Nash wrote:Well try not loading them and see what happens.

I'll try.

EDIT: No luck. It doesn't show up in either visual mode, and it doesn't even show up as a thing in the normal visual mode.
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Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2

Postby Kappes Buur » Sun Sep 09, 2012 12:06 pm

In this case, the answers is that the Skulltag config file does not reference the GZDoom things.

You could try this:
Append the THING TYPES section in Skulltag_DoomHexen.cfg with
include("Includes\\GZDoom_things.cfg", "gzdoom");
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Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2

Postby Uboa » Sun Sep 09, 2012 12:38 pm

Kappes Buur wrote:In this case, the answers is that the Skulltag config file does not reference the GZDoom things.

You could try this:
Append the THING TYPES section in Skulltag_DoomHexen.cfg with
include("Includes\\GZDoom_things.cfg", "gzdoom");

Thank you very much, that works! I appreciate it. :D

EDIT: Another question. Is there a way to change the thickness of lines in Visual Mode? The lines marking the boundaries of sprites and objects? (Radius, height, etc.)
And also, are there any ways to get 3D models for the dynamic lights and such?
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Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2

Postby MaxED » Sun Sep 09, 2012 1:17 pm

Fixed Skulltag configs in r1616.

Uboa wrote:Another question. Is there a way to change the thickness of lines in Visual Mode? The lines marking the boundaries of sprites and objects? (Radius, height, etc.)

No. DirectX 9 has very limited line drawing capabilities.

Uboa wrote:And also, are there any ways to get 3D models for the dynamic lights and such?

What do you mean? :?
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Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2

Postby Nash » Mon Sep 10, 2012 12:43 pm

MaxED, is it possible to have a "cycle floor/ceiling texture" in Sectors mode? Its function is to quickly cycle through available textures alphabetically on the selected sectors.
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Re: GZDoom Builder 1.12f: GZDoom features in Doom Builder 2

Postby Siberian Tiger » Mon Sep 10, 2012 7:01 pm

MaxED wrote:Added in r1612 (and now you'll have to wait until SiberianTiger updates GZDB SVN builds page :))


Sorry for the delay, but 1616 is being uploaded at the time of this post. Enjoy :)
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Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2

Postby Uboa » Tue Sep 11, 2012 4:21 am

Uboa wrote:And also, are there any ways to get 3D models for the dynamic lights and such?

Like in the GZDoom Builder 2 opening screen. If I wanted 3D lightbulb models, could I get them?
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Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2

Postby MaxED » Tue Sep 11, 2012 6:46 am

Nash wrote:MaxED, is it possible to have a "cycle floor/ceiling texture" in Sectors mode? Its function is to quickly cycle through available textures alphabetically on the selected sectors.


Maybe later. And in Visual mode (seems more apropriate place for such feature). Currently I want to finish a demo of a project I'm working on.
Spoiler:


Uboa wrote:Like in the GZDoom Builder 2 opening screen. If I wanted 3D lightbulb models, could I get them?

Yes you could. Use Blender, or Google, or whatever to create/get a model, then use MODELDEF to attach it to an actor.
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Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2

Postby Kappes Buur » Sun Sep 16, 2012 4:16 pm

I may as well ask for this here too, since the Slade3 map editor is still in development with other,
more basic and urgent, stuff.

ZETH 4.13 has a nice feature concerning pathnodes and interpolation points. For example, looking at
the Things in the TITLEMAP of KDiZD with DB2 or GZDB2

Image

it is very difficult to distinguish where the camera is and which path it is taking.

In ZETH 4.13, the path is indicated by help lines, showing exactly how and where the camera is moving.

Image

By the way, the same holds true for monster pathnodes.
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Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2

Postby Xaser » Sun Sep 16, 2012 5:20 pm

I definitely remember seeing an editor once that would highlight the next path node when selecting one -- did DB1 do that? Can't remember -- it was either that or DeePSea, and it was quite convenient. But yeah, a line would be even nicer. :D
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Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2

Postby MaxED » Mon Sep 17, 2012 9:02 am

Added in r1619.

Image
Image
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Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2

Postby Kappes Buur » Mon Sep 17, 2012 11:58 am

Ooh. Excellent.
Now I am eagerly awaiting for Tiger to upload the update.
How I wished I could get Bootless Star to work.
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Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2

Postby MaxED » Mon Sep 17, 2012 12:24 pm

Kappes Buur wrote:How I wished I could get Bootless Star to work.


Actually, I don't understand the purpose of this program. It requires Visual Studio and SlimDX SDK installed, among other things. And if you have them, why not compile using Visual Studio? Because, well, to compile using Visual Studio you need to open the solution and hit "Compile" button, it's that simple. :|
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