GZDoomBuilder-Bugfix, a maintenance fork of GZDB

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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Postby Empyre » Sat Feb 17, 2018 12:30 pm

Silentdarkness12 wrote:Also, i'm trying to add something to some ZScript classes so they'll show up in the Things Menu on GZDoom Builder, but it seems like it isn't appearing. How would you go about making a ZScripted thing show up in the Things menu? I already added the tags.

When I made custom things (using DECORATE because I map for Zandronum), they appeared in the User Defined folder at the bottom of the things list.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Postby Silentdarkness12 » Sat Feb 17, 2018 12:39 pm

Empyre wrote:
Silentdarkness12 wrote:Also, i'm trying to add something to some ZScript classes so they'll show up in the Things Menu on GZDoom Builder, but it seems like it isn't appearing. How would you go about making a ZScripted thing show up in the Things menu? I already added the tags.

When I made custom things (using DECORATE because I map for Zandronum), they appeared in the User Defined folder at the bottom of the things list.


I already looked there. It's not showing up. Specifically, what i'm trying to do is add some editor IDs to somebody else's mod that this map is meant to build off of and require. However, neither the DECORATE version of the inheiriting actor nor the ZScript version, with an editor number in the definition, and categories and name put in the default block, is showing up anywhere in things menu, and this includes the User-Defined area. I tried to do it with a MAPINFO Doom Ed Num section in my own file, but it said the actors don't exist, so I presume it can't look at files loaded through another wad/PK3.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Postby ZZYZX » Sat Feb 17, 2018 4:58 pm

Might happen. Will check.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Postby Silentdarkness12 » Mon Feb 19, 2018 5:15 pm

I'm all but certain now that GZDB-B doesn't support ZScripted classes for tagging as things.

In addition, Hideous Destructor has map supporting actors that are meant to drop a certain ZScripted item from the mod, with DOOM Ed Nums. They don't appear in the Things menu at all, either. Do RandomSpawner inheiriting actors no longer count for this?
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Postby ZZYZX » Tue Feb 20, 2018 11:17 am

Please provide minimal example wad. ZScript classes are supposed to work. That's actually one of the key features.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Postby Empyre » Tue Feb 20, 2018 11:23 am

Did you give your class a Doomed number? You do it like this:

actor MyCustomZombie : Zombieman 3004

If you want your class to not replace another class, you need to come up with a unique number. Here is a list of the standard DoomEd numbes:
https://zdoom.org/wiki/Standard_editor_numbers
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Postby Silentdarkness12 » Tue Feb 20, 2018 11:50 am

Ok, here's proof it doesn't work.

ZSCRIPT

Spoiler:


Just to show how broken it is, I gave him the same ID as the Stalagmite. Not only does it not work properly, this actually crashes GZDoom.

Code: Select allExpand view
Script error, "ZScriptTestWad.wad:ZSCRIPT" line 1:
Unexpected integer constant
Expecting ';' or '{'


It's crashing because the ZScript parser actually is NOT capable of reading DOOM ED nums. It is only expecting the opening default block. Also GZDB-B does not throw an error about duplicate Thing IDs. Also I already know how to set a Doom Ed Num, guys. I'm not new to this.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Postby Kappes Buur » Tue Feb 20, 2018 3:58 pm

I won't even pretend that I know enough about ZScript, but it seems to me
that some of the braces are in the wrong spot. Would that throw off the parser?
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Postby Silentdarkness12 » Tue Feb 20, 2018 4:02 pm

Kappes Buur wrote:I won't even pretend that I know enough about ZScript, but it seems to me
that some of the braces are in the wrong spot. Would that throw off the parser?


I quite literally copy-pasted the ZScript class from a ZScript tutorial. Also it's complaining about an integer constant. So no, I severely doubt that's what's causing this.

EDIT: Removing the Editor Number from the definition fixes the crash. I feel like that more or less confirms it's the number causing the crashes, not the braces.

EDIT 2: Assigning an Editor Number through MAPINFO works fine. It's terrible, because I can't apply titles or categories on that, but that in and of itself works.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Postby AFADoomer » Tue Feb 20, 2018 6:36 pm

ZScript does *not* allow you to assign the DoomEdNum in the actor definition like DECORATE does. You have to use the MAPINFO method to define them.

For the titles and categories, put then *inside* the Default block in your actor, and they'll show up in GZDB-BF just fine.

Code: Select allExpand view
class Whatever : Actor
{
   Default
   {
      //$Category Pickups/Useless
      //$Title Useless Powerup
      //$Color 17
      //$Arg0 "Variable description"
      //$Arg0Tooltip "This makes the actor do a thing"
etc...
   }
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Postby Silentdarkness12 » Tue Feb 20, 2018 6:42 pm

AFADoomer wrote:ZScript does *not* allow you to assign the DoomEdNum in the actor definition like DECORATE does. You have to use the MAPINFO method to define them.

For the titles and categories, put then *inside* the Default block in your actor, and they'll show up in GZDB-BF just fine.

Code: Select allExpand view
class Whatever : Actor
{
   Default
   {
      //$Category Pickups/Useless
      //$Title Useless Powerup
      //$Color 17
      //$Arg0 "Variable description"
      //$Arg0Tooltip "This makes the actor do a thing"
etc...
   }


Need to test this, but if so, this really needs to be put into the wiki.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Postby AFADoomer » Tue Feb 20, 2018 9:49 pm

I think that it's not supposed to be limited to only working that way, which is why no one ever added it to the wiki.

From the linked comment in this topic:
ZZYZX wrote:Did you put it in Default{}?
For reasons, it only parses comments from that section. I was going to fix that but never got to it.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Postby Kappes Buur » Wed Feb 21, 2018 4:40 pm

Question:
After merging sectors (Shift+J), could you make it so that the vertices left behind

Spoiler:

would be deleted automatically?

Spoiler:

That would be a great help!
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Postby Mikk- » Fri Feb 23, 2018 7:11 pm

Regarding zscript actors, do you not need to load gzdoom.pk3 as a resource? Because that's what I do and my actors load fine...
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Postby Silentdarkness12 » Fri Feb 23, 2018 7:21 pm

Yeah, i'm pretty sure you do.
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