GZDoom Builder 2.3
Re: GZDoom Builder 1.14
It's mostly for spotting differences between revisions of a map. But let's say I would like to do some text manipulations, changing a texture without opening GZDB, for example. Additionally, and this was the impetus for the idea, I would like to have access to SCRIPTS and DIALOGUE without opening GZDB.
Re: GZDoom Builder 1.14
I'm psychic and have traveled to the alternate future where you did just that. Here's the outcome:everamzah wrote:I recognize I'd likely need to request a (G)Zdoom feature to support that.
More seriously, the idea of putting map lumps outside of a wad archive for the PK3 format has often been suggested and always been vehemently rejected.Graf Zahl wrote:Completely pointless. No.
Re: GZDoom Builder 1.14
I knew I should have searched to see if it was already suggested. That's what I get for assuming. 
Re: GZDoom Builder 1.14
I do admit that having the ability to run a diff to see changes to the UDMF map can be useful at times...
Re: GZDoom Builder 1.14
Sorry..this comment must have slipped under my fingers.Kappes Buur wrote:In a case like yours, you should have supplied some pertinent information about your computer, eg:Mr.Cow wrote:I'd like some answers, please.
What CPU ?
How much memory ?
What graphics card and are the drivers updated ?
If you don't know these specs, then you can download Speccy and post the summary.
CPU is Windows XP, Service Pack 3, Media center edition.
Graphics card = Geforce 6150 LE, and all drivers are updated.
As for the memory.. I'll have to check on that later.
- Kappes Buur
-

- Posts: 4250
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
- Contact:
Re: GZDoom Builder 1.14
Too bad you don't mention what CPU you have. Windows XP is an operating system.Mr.Cow wrote:CPU is Windows XP, Service Pack 3, Media center edition.
Graphics card = Geforce 6150 LE, and all drivers are updated.
As for the memory.. I'll have to check on that later.
The Geforce 6150 LE is a video adapter integrated on the motherboard, and as such, instead of
having its own memory, takes memory from the main board. It is not exactly the most capable
video adapter by todays standards, but it does support Pixel Shader 3.0, according to NVIDIA.
The message "Gzdoom builder.exe has stopped working." leads me to think that your computer
hardware is throwing a hissy fit. Since this is a fairly old computer, I tend to suspect that your
CPU and/or video adapter lack support for the requirements of the program. GZDoom Builder
needs Direct3D, but I do not know what version.
You could check if GZDoom Builder ran long enough to generate a log file (GZBuilder.log) and if yes
post it here.
-
Feit
Re: GZDoom Builder 1.14
I was looking through some old posts and came across a planned feature called the 'Annotations mode'. That got me thinking - would it be possible to trace the contours of a map, so that a duplicate can be created? This would be useful for rebuilding corrupt maps, from which prefabs cannot be used.
That's my most anticipated feature at the moment.
That's my most anticipated feature at the moment.
MaxED wrote:I have the idea of Annotations mode for quite some time now. Basically, it will be shown as additional layer on top of a view in classic modes (and you will be able to turn it off/dim it at will). It will allow you to sketch a map shape using drawing tools like "draw rectangle\circle\polygon shape\arrow" and place text comments. Shapes drawn in this mode will not interact with regular map elements (sectors, linedefs etc.) in any way. Stuff drawn in this mode will be saved to separate file, so you will be able to use this in any map format and will be able to comment someone other's work easily.
If anyone else likes the idea, I'll work on it after releasing GZDB 1.15.
Re: GZDoom Builder 1.14
Would it be possible to allow rotate things in the Classic/Things Mode the same way than in Visual Modes: Hold Ctrl+Shift and scroll the mousewheel?
You can already change their angle with the "Point at cursor" function, but when aiming lots of single items at different directions it'd be faster to just point at them (without selecting them) and rotate them fly-by. Though "Point at cursor" function is very useful in certain places.
btw - with Tag Statistics window (Edit/View Used Tags) the text caption stays at the fixed position if the window size is changed taller:
You can already change their angle with the "Point at cursor" function, but when aiming lots of single items at different directions it'd be faster to just point at them (without selecting them) and rotate them fly-by. Though "Point at cursor" function is very useful in certain places.
btw - with Tag Statistics window (Edit/View Used Tags) the text caption stays at the fixed position if the window size is changed taller:
Spoiler:
Re: GZDoom Builder 1.14
I don't get the idea. Also, how do you create corrupt maps these days anyway? I thought this arcane technique was lost in the mists of time.Feit wrote:...would it be possible to trace the contours of a map, so that a duplicate can be created? This would be useful for rebuilding corrupt maps, from which prefabs cannot be used.
Added in r1930: "Rotate Clockwise" and "Rotate Counterclockwise" actions now work in Things mode (they will rotate things) and in Sectors mode (they will rotate floor/ceiling textures based on current view mode (UDMF only)).simc wrote:Would it be possible to allow rotate things in the Classic/Things Mode the same way than in Visual Modes: Hold Ctrl+Shift and scroll the mousewheel?
Fixed in r1930.simc wrote:btw - with Tag Statistics window (Edit/View Used Tags) the text caption stays at the fixed position if the window size is changed taller.
Re: GZDoom Builder 1.14
Downloaded the latest build (r1930) - tested with r1929 too :
(but I guess you'll tell me I did something wrong again, like usual...)
Spoiler:Was just wondering how it happens with this version, as GZDB 1.14 works perfectly fine with this.
(but I guess you'll tell me I did something wrong again, like usual...)
Re: GZDoom Builder 1.14
[r1931]
Tried with Doom/Boom/Zandronum/ZDoom formats (and GZDoom : Doom (Doom Format)) and everything seems to work fine...
Spoiler:I tried to create a new map (only DOOM2.WAD in game ressources). It seems to happen only when using GZDoom : Doom (Hexen format) and GZDoom : Doom (UDMF)
Tried with Doom/Boom/Zandronum/ZDoom formats (and GZDoom : Doom (Doom Format)) and everything seems to work fine...
- Kappes Buur
-

- Posts: 4250
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
- Contact:
Re: GZDoom Builder 1.14
Sandro wrote:[r1931]
..... It seems to happen only when using GZDoom : Doom (Hexen format) and GZDoom : Doom (UDMF) .....
Spoiler:I wonder if that could have something to do with how your system is set up.
Does the log file give any hint to what happens when you start GZDoom Builder ?
Re: GZDoom Builder 1.14
Nope.Kappes Buur wrote:I wonder if that could have something to do with how your system is set up.
Does the log file give any hint to what happens when you start GZDoom Builder ?
Did a few more tests (like change DOOM2.WAD location, load a PWAD...), and those errors still happen but only at start. If I do F8 (Reload Ressources), there is no more error displayed.
The sad thing is that I tested with previous versions (r1889 and r1930) and same errors happen.
GZDB 1.14 works fine though.
----------------------
Edit : Now another problem. (GZDoom in UDMF)
Created a new map, saved it, then closed GZDB. When I reopen it and try to load the wad, I got :
"Unexpected error reading UDMF map data. IndexOutOfRangeException"
If I press "OK", it seems I can still edit my map, but I got the same error each time I try to load it...
Again, GZDB 1.14 works fine.
- Kappes Buur
-

- Posts: 4250
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
- Contact:
Re: GZDoom Builder 1.14
While GZDB starts up, for me, with no errors/warnings, I quickly made a couple of maps. Just a sector and player start.Sandro wrote:..... and those errors still happen but only at start. If I do F8 (Reload Ressources), there is no more error displayed.
The sad thing is that I tested with previous versions (r1889 and r1930) and same errors happen.
GZDB 1.14 works fine though..
One for GZDoom (Doom in Hexen format)
After reloading everything looks okay
Spoiler:and
one for GZDoom (UDMF)
After reloading these warnings are displayed
Spoiler:Just clear and close and all is okay.
Could you post the GZDBuilder. log file and the pwad.Sandro wrote: "Unexpected error reading UDMF map data. IndexOutOfRangeException"
Would be interesting to see what's going on.




