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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Posted: Sun Apr 14, 2019 10:59 am
by boris
Revision 3053 adds support for the ForceWorldPanning MAPINFO option. That kind of opened a can of worms though, since it also required changes to the auto align feature. I think I got everything right, but if you notice anything just open an issue (or post here, though using the issues is prefered).

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Posted: Sun Apr 14, 2019 11:12 am
by Nash
@boris: Thank you! I was indeed hoping that one would get addressed. :) Will get to testing it, if I find something broken, I'll post an issue.

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Posted: Sun Apr 14, 2019 11:57 pm
by Jimmy
I opened a new issue about using Ctrl+F9 to test the game at the mouse cursor when hub maps with more than one player 1 start are concerned - the game always starts at the player 1 start with an arg0 of 0.

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Posted: Mon Apr 15, 2019 1:32 am
by Mysterious Haruko
Seems recent update log came out with blank window, not sure what caused this. Other person had the same issue too:


Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Posted: Mon Apr 15, 2019 9:22 am
by boris
Jimmy wrote:I opened a new issue about using Ctrl+F9 to test the game at the mouse cursor when hub maps with more than one player 1 start are concerned - the game always starts at the player 1 start with an arg0 of 0.
This functionality simply looks for the player start with the highest index, ignoring the args. As a workaround you can set arg0 of the player start with the highest index to 0.
Mysterious Haruko wrote:Seems recent update log came out with blank window, not sure what caused this. Other person had the same issue too:

I didn't upload a the Changelog.xml (fixed now), I guess that was the problem.

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Posted: Sat May 04, 2019 4:41 am
by SuaveSteve
Would something like Bountysource, Liberapay, or Open Collective help to keep development going?

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Posted: Mon May 13, 2019 4:16 pm
by axredneck
How to install and run GZDB-Bugfix on Linux (in Russian): http://i.iddqd.ru/viewtopic.php?t=1651
Feel free to translate it to English and other languages if You know Russian.

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Posted: Fri May 31, 2019 1:36 pm
by boris
Been working on improving the texture browser speed. The first iteration is already in (in R3059).


Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Posted: Fri May 31, 2019 1:42 pm
by Enjay
Just tried it with a very big texture set: much faster, big improvement. Thanks. :D

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Posted: Fri May 31, 2019 11:09 pm
by whirledtsar
Am I crazy or did GZDB-BF used to sort textures by folder? IE if I had a pk3 with the structure textures\subfolder, the subfolder would be displayed and openable/closable in the texture browser. Now all the textures are together regardless of subfolder.

Edit: nevermind, I'm dumb and somehow missed the button to do this. Thanks for improving performance btw, it does load faster.

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Posted: Fri May 31, 2019 11:55 pm
by Kappes Buur
Oh, improvements. Thx boris

Could I make a request to increase the distance of the 3D viewer slider to 20000.
I have a couple of largish maps and I have to go and set the distance from a Notepad++.



I know, it will slow down moving across the map, but it is worth it to be able to see as much as possible.

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Posted: Sat Jun 01, 2019 8:48 am
by boris
Kappes Buur wrote:Could I make a request to increase the distance of the 3D viewer slider to 20000.
Why 20000? Seems as much an arbitrary number as the current 9000. If anything, it should be completely customizable.

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Posted: Sat Jun 01, 2019 10:24 am
by Kappes Buur
boris wrote:Why 20000? Seems as much an arbitrary number as the current 9000.
I selected a value of 20000 because of the dimensions of my map.
Spoiler:
The diagonal would be close to 23000, but a view distance of that extra 3000 does impact the move speed a bit too much on my computer. At 20000 the move speed is slow but managable.

boris wrote:If anything, it should be completely customizable.
I won't be using that high a value all the time, it depends on what map is loaded into the editor, and being able to set it anywhere up to 20000, from F5, would be enormously helpful.

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Posted: Mon Jun 03, 2019 1:37 pm
by Darkcrafter
What's about a feature that would allow working in things mode by only seeing a type of thing say like grass, trees, rocks, monsters, occlussion (I made several occlussion actors in decorate to spread them around my 3d models surface so they become kind of solid). So called "Masked things mode", you choose what kind of things you need or a range, like : 9081, 2500, 1200 and it only shows them. Imagine what hell it becomes to edit maps with lots of decorative stuff like described above. That feature would be absolute beast to me :)

I don't know why, but new versions mess up my maps singlesided linedefs. All the previous versions of GZDoom Builder BugFix don't. What could go wrong?

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Posted: Mon Jun 03, 2019 2:31 pm
by Kappes Buur
Darkcrafter wrote: I don't know why, but new versions mess up my maps singlesided linedefs. All the previous versions of GZDoom Builder BugFix don't.

What could be wrong?
If you could upload an example pwad featuring the problem,
then, maybe, someone could find a solution.