Doom Builder 2 thread

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Enjay
 
 
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Re: Doom Builder 2 thread

Post by Enjay »

Is there no feature to jump to a specified linedef? eg, In DeePsea I just hit J(ump), enter the line number and my view is automatically centred on that line. The same dialogue allows you to jump to vertexes, sides and sectors. I find it extremely useful.

Image

Whilst I'm at it, what kind of search capabilities does DB2 have? Again, I find the ones in DeePsea extrememly useful and use them many, many times during the development of a map.

Image

The menu entries that have a ...> beside them allow you to choose things like upper, middle, lower, all sidedefs for textures searches or ceiling, floor, both for flats.
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Re: Doom Builder 2 thread

Post by Graf Zahl »

Enjay wrote:Is there no feature to jump to a specified linedef? eg, In DeePsea I just hit J(ump), enter the line number and my view is automatically centred on that line. The same dialogue allows you to jump to vertexes, sides and sectors. I find it extremely useful.

An editor without such a feature is no editor at all!

Being able to quickly reference any map object (vertex, thing, linedef and sector) is essential for bugfixing in a map because most tools just return these indices in case of a problem.
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Re: Doom Builder 2 thread

Post by CodeImp »

So no one is going to try the Map Analysis? Sure I can index everything and let you search an item by index. But the Map Analysis mode can help you much better spotting this kind of problems (it gives you a description why it is broken and where possible even provides a 1 click button to fix it).
Graf Zahl wrote:An editor without such a feature is no editor at all!
I find this a bit ridiculous. And because I value the words you write, this feels a bit insulting. Wrong button.
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Re: Doom Builder 2 thread

Post by Graf Zahl »

Sorry, but that's how I see it. Forcing everyone to use your error analysis tool is not user friendly. By omitting this info and not allowing it to be used to look up data in a level you are effectively preventing the use of any third party error reporting tool or the error output of source ports, node builders, etc. What if some tool reports an error yours can't find. There's absolutely no way it could be fixed.

There's also no efficient method to communicate map related problems between authors in a team. Normally such things are communicated by index to make it quick, easy and unambiguous.

Or reporting bugs to source port authors. To analyze map related bugs I can't do anything without these indices.
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Re: Doom Builder 2 thread

Post by Renegade »

I agree, as a website designer it would be impossible to do my job without being able to find a certain string, or jump to a certain line. Same goes for everything else, including DB.

EDIT: Although the map analysis does sound kinda cool... (Still better to have both!)
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Re: Doom Builder 2 thread

Post by CodeImp »

I understand the best a non-visual tool can do to report a problem is to use indices and sure I can make it so that the user can search by index, like I just mentioned. But saying that "it is no map editor at all" just because you figured there is no find-by-index feature is outrageous. Is this the american way of discussing something? If you would work at a helpdesk, would you telling each caller "you are not one of our clients, because you needed to call our helpdesk!"?

But to answer the general request itsself; I'll make a search by index among the Find/Replace types.
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Re: Doom Builder 2 thread

Post by Project Shadowcat »

CodeImp wrote:Is this the american way of discussing something? If you would work at a helpdesk, would you telling each caller "you are not one of our clients, because you needed to call our helpdesk!"?
*A'HM* He's not American.
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Re: Doom Builder 2 thread

Post by esselfortium »

Project Dark Fox wrote:
CodeImp wrote:Is this the american way of discussing something? If you would work at a helpdesk, would you telling each caller "you are not one of our clients, because you needed to call our helpdesk!"?
*A'HM* He's not American.
But only because he needed to call the American helpdesk. Of course.
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Re: Doom Builder 2 thread

Post by Project Shadowcat »

esselfortium wrote:But only because he needed to call the American helpdesk. Of course.
Heh. I hate this country.
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Re: Doom Builder 2 thread

Post by CodeImp »

Project Dark Fox wrote:*A'HM* He's not American.
That was not the point and it really doesn't matter.
Last edited by CodeImp on Sun Mar 08, 2009 10:52 am, edited 1 time in total.
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Re: Doom Builder 2 thread

Post by Project Shadowcat »

CodeImp wrote:
Project Dark Fox wrote:*A'HM* He's not American.
That was not the point.
Then what was the actual point? That he's willing to use rather extreme metaphor to get his own point across? He does this all the time.
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Re: Doom Builder 2 thread

Post by CodeImp »

Are you kidding me?
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Re: Doom Builder 2 thread

Post by Project Shadowcat »

Check edit. Besides, this little argument isn't going anywhere anyway.
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Re: Doom Builder 2 thread

Post by CodeImp »

No shit?! Which is why I had to mention that being American is beside the point.
You shouldn't have replied when you have nothing to add to the point. And certainly not when I'm already pissed off by some of other peoples remarks. That's just trolling. But I hear that is a trend among some forum users.
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Re: Doom Builder 2 thread

Post by Renegade »

Hey calm down, man. We all appreciate what you're doing here, without people like you Doom wouldn't be where it is. Like Dark Fox said, it was just an exaggeration. Let's move on.

EDIT: P.S. When desingning v2 of something, it's a good rule to never remove a feature that was there in v1.
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