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Re: GZDoom Builder 2.3

PostPosted: Sat Jan 07, 2017 2:15 pm
by ZZYZX
AntonZab wrote:slade and gzdoom different things

I said reverse SLADE. SLADE is a resource editing tool with embedded map editor, while with your proposal you are suggesting that a map editor should get an embedded resource editing tool in it.

Re: GZDoom Builder 2.3

PostPosted: Sat Jan 07, 2017 2:31 pm
by AntonZab
You right. Yes. Reverse SLADE. It will be much better than Slade. And. GZDoom not only map editor. As he edits all scripts. Why not resources?

Re: GZDoom Builder 2.3

PostPosted: Sat Jan 07, 2017 2:41 pm
by boris
AntonZab wrote:It will be much better than Slade.

How do you know? If you don't like something about SLADE you should post your concerns in its thread. And why spend time to replace a perfectly fine tool that's still being developed when this time could go to new map editing features?

Re: GZDoom Builder 2.3

PostPosted: Sat Jan 07, 2017 2:53 pm
by AntonZab
How do you know? If you don't like something about SLADE you should post your concerns in its thread. And why spend time to replace a perfectly fine tool that's still being developed when this time could go to new map editing features?

I do not want to replace it. I want to upgrade it. And I never used Slade

Re: GZDoom Builder 2.3

PostPosted: Sat Jan 07, 2017 2:58 pm
by Enjay
Soooo, if you've never used Slade, how do you know that a lump editor in GZDB that doesn't even exist will be better?

Re: GZDoom Builder 2.3

PostPosted: Sat Jan 07, 2017 3:22 pm
by AntonZab
I think so. I just wish that it was all in one. And it would be :evil: GZDoom Builder :evil:

Re: GZDoom Builder 2.3

PostPosted: Sat Jan 07, 2017 3:25 pm
by Gez
Also. Punctuation. I too can. Place them. Anywhere. Without rhyme. Or. Reason.

Re: GZDoom Builder 2.3

PostPosted: Sat Jan 07, 2017 3:32 pm
by AntonZab
My work is to offer. And then think of what you want. And I'm sorry for my bad english

Re: GZDoom Builder 2.3

PostPosted: Sat Jan 07, 2017 4:22 pm
by printz
ZZYZX wrote:
AntonZab wrote:slade and gzdoom different things

I said reverse SLADE. SLADE is a resource editing tool with embedded map editor, while with your proposal you are suggesting that a map editor should get an embedded resource editing tool in it.

It would be great if GZDoom Builder became kinda like DeePSea, having a generic lump editor besides the map editor, because right now it's uncertain what will happen if I have the same wad open in parallel in SLADE and GZDoom Builder and save from both sides. CodeImp held by the opinion that Doom Builder should NEVER be more than a map editor, but I think that can be softened up.

Re: GZDoom Builder 2.3

PostPosted: Sat Jan 07, 2017 4:30 pm
by Gez
SLADE has had an "open in Doom Builder" feature for years now.

Re: GZDoom Builder 2.3

PostPosted: Sat Jan 07, 2017 4:33 pm
by MaxED
printz wrote:I think that can be softened up.
That can surely be softened up by pull requests, which implement said functionality.

Re: GZDoom Builder 2.3

PostPosted: Sat Jan 07, 2017 4:54 pm
by Siberian Tiger
Nice to see that this editor is still actively being developed and even switched over to github! Thank you for your continued support by making (GZ)Doom mapping easier for everyone :D

Re: GZDoom Builder 2.3

PostPosted: Sat Jan 07, 2017 5:07 pm
by printz
Gez wrote:SLADE has had an "open in Doom Builder" feature for years now.

And you say it's safe? Saving the map in (GZ)Doom Builder will autoupdate the wad in SLADE? Does SLADE in general listen for outside wad updates?

Re: GZDoom Builder 2.3

PostPosted: Sat Jan 07, 2017 5:53 pm
by Gez
SLADE listens to outside wad updates if you tell it to, and the way to tell it to is to use "open in Doom Builder".

Re: GZDoom Builder 2.3

PostPosted: Sat Jan 07, 2017 8:02 pm
by Da Spadger
Xabis wrote:
Da Spadger wrote:What if the AmbientSound actor showed how far away it could be heard from?


This is already in GZDB for AmbientSound and AmbientSoundNoGravity.


Ah, there we go. Didn't see the option for it at first. Thanks.