GZDoomBuilder-Bugfix, a maintenance fork of GZDB

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Kappes Buur
 
 
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Kappes Buur »

GZDBBF issue #296

I did these steps for a new map in UDMF:
  • Open the script editor
  • select File - New
  • scroll down to ZDoom MAPINFO and select it
  • this opens a new tab called UNTITLED.txt
  • enter the appropriate info, for example

Code: Select all

map MAP01 "NEW MAP NAME"
{
sky1  = "SKY1", 0
next  = "MAP02"
music = "D_RUNNIN"
}
  • then File - Save As saves MAPINFO.txt as an external file
  • and renames UNTITLED.txt to MAPINFO.txt
  • then save the map
Doing all that and no MAPINFO lump is inserted into the map.

Is there something else I must do in order for a MAPINFO lump to appear in the lump structure, other than using Slade3?
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GothicGold
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by GothicGold »

This is gonna come off as a stupid question but I thought I'd ask anyways:

Where can I find a download ofGZDoomBuilder-Bugfix? Every link I've found just leads to a "500 Internal Server Error" and I can't seem to find anywhere with a working copy of the program.
boris
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by boris »

GothicGold wrote:This is gonna come off as a stupid question but I thought I'd ask anyways:

Where can I find a download ofGZDoomBuilder-Bugfix? Every link I've found just leads to a "500 Internal Server Error" and I can't seem to find anywhere with a working copy of the program.
It's in the first post: https://devbuilds.drdteam.org/gzdbbf/
SanyaWaffles
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by SanyaWaffles »

The site was down earlier, that's why you were having problems GothicGold.

---

I've noticed a substantial performance decrease with GZDB. I'm using standard ipk3/pk3 ZIP compression. I still can't do loose files because something keeps crashing the map editor. I suspect it has something to do with the DevIL library, which has been reported but not fixed.
DnB-Freak
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by DnB-Freak »

May I have an feature suggestion for editing model dependent things :idea:

Scale X, Y and Z:
GZDBFIX22.PNG
IIRC in MODELDEF objects can be scaled in all 3 vector axis.
boris
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by boris »

You have to take that feature suggestion here first: viewforum.php?f=15

The editor can't magically add features to the engine.
DnB-Freak
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by DnB-Freak »

boris wrote:You have to take that feature suggestion here first: viewforum.php?f=15

The editor can't magically add features to the engine.
viewtopic.php?f=15&t=65800

How am I supposed to suggest features if they're ignored?
And did I tell you I believe in magic?

Now I'm asking if this feature can be done in the editor via MODELDEF not DECORATE.
The game engine supports Z scaling in MODELDEF not DECORATE.
Gez
 
 
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Gez »

The map editor allows to edit an individual object's own properties, while definitions in MODELDEF, DECORATE, etc. are about the default properties of the entire class. The map editor is not supposed to change the definitions of the objects, so it can't tweak MODELDEF or anything else.
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Baysha
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Baysha »

Hey, this won't launch for me at all. I don't even get an error message. And when I check my .net framework and DirectX versions, they're above the required versions. So how can I fix this problem?
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Kappes Buur
 
 
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Kappes Buur »

Baysha wrote:Hey, this won't launch for me at all. I don't even get an error message. And when I check my .net framework and DirectX versions, they're above the required versions. So how can I fix this problem?
Possibly my tutorial will help you.
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TheMafla
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by TheMafla »

This, it may be something silly (since it would only be for my comfort I guess) but I can edit or change the sprite of the vertices? I mean, if I can change the image of the vertices you see in the 2D plane of the GZDoom Builder, I think I liked the vertices I saw in the first Doom Builder or even if possible I would like them to have a round shape.
boris
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by boris »

No, that's not possible.
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Kappes Buur
 
 
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Kappes Buur »

TheMafla wrote:... I mean, if I can change the image of the vertices you see in the 2D plane of the GZDoom Builder, I think I liked the vertices I saw in the first Doom Builder or even if possible I would like them to have a round shape.
Square only, but you can change the colour and size.
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Ghost Prototype
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by Ghost Prototype »

My GZdoomBuilder is super choppy in 3D view mode. Is this a usual problem with AMD cards or a windows 10 thing? My old card was a 750ti running on windows 7. Ran perfectly smooth then
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MartinHowe
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Post by MartinHowe »

I'm not sure if this is a missing feature or a bug, but there are no configurations for mapping in UDMF and Doom 1. If one sets the main resource IWAD to, e.g., Ultimate Doom and comments out the DOOM 2 THINGS in the config file, it errors with something like "can't find monster XXXX to create sprites for XXXX_Stealth" from, where XXXX is CPOSA2A8 for example. One obviously can't do that as Doom 1 doesn't have chaingunner sprites, for example.

Since Doom is still a valid game is there any way this could be supported in future?
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