GZDoom Builder 2.3

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
Locked
User avatar
Uboa
Posts: 634
Joined: Sun Feb 19, 2012 8:53 pm
Location: Poniko's House
Contact:

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

Post by Uboa »

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.
User avatar
Nash
 
 
Posts: 17439
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

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

Post by Nash »

Well try not loading them and see what happens.
User avatar
Uboa
Posts: 634
Joined: Sun Feb 19, 2012 8:53 pm
Location: Poniko's House
Contact:

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

Post by Uboa »

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.
User avatar
Kappes Buur
 
 
Posts: 4120
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada
Contact:

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

Post by Kappes Buur »

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");
User avatar
Uboa
Posts: 634
Joined: Sun Feb 19, 2012 8:53 pm
Location: Poniko's House
Contact:

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

Post by Uboa »

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?
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

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

Post by MaxED »

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? :?
User avatar
Nash
 
 
Posts: 17439
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

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

Post by Nash »

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.
User avatar
Siberian Tiger
Posts: 476
Joined: Fri Jun 12, 2009 11:23 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10 Pro. 22H2
Graphics Processor: nVidia (Modern GZDoom)
Location: United States
Contact:

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

Post by Siberian Tiger »

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 :)
User avatar
Uboa
Posts: 634
Joined: Sun Feb 19, 2012 8:53 pm
Location: Poniko's House
Contact:

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

Post by Uboa »

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?
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

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

Post by MaxED »

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.
User avatar
Kappes Buur
 
 
Posts: 4120
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada
Contact:

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

Post by Kappes Buur »

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.
User avatar
Xaser
 
 
Posts: 10772
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

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

Post by Xaser »

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
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

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

Post by MaxED »

Added in r1619.

Image
Image
User avatar
Kappes Buur
 
 
Posts: 4120
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada
Contact:

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

Post by Kappes Buur »

Ooh. Excellent.
Now I am eagerly awaiting for Tiger to upload the update.
How I wished I could get Bootless Star to work.
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

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

Post by MaxED »

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. :|
Locked

Return to “Abandoned/Dead Projects”