Doom Builder 2 thread
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- SublimelyElegant
- Posts: 127
- Joined: Fri Jul 10, 2009 1:08 pm
Re: Doom Builder 2 thread
good news everybody i fixed my sound by uninstaling service pack 3
Re: Doom Builder 2 thread
Bug report for you:
If you use the Search-And-Replace function in the script editor, it starts the search-and-replace at the cursor and loops back to the top when it reaches the end of the script. That's fine, but the problem is that it doesn't stop once it reaches the cursor again -- it keeps going and searching for more matches.
As you might imagine, that creates quite the conundrum when you do something like this:
Search for: SpawnSpotFacing
Replace with: SpawnSpotFacingForced
Take this code:
First pass: (Great!)
Second pass: (Uh-oh...)
Third pass: (AAAAAAHHHHHHH!!!)
Eventually DoomBuilder crashes. Hope you saved your map! 
[Edit] Slight correction -- The find-and-replace box actually starts over at the top of the script every time it finds a match, which is.... clunky to say the least. This really needs to be fixed to work properly.
Also, the above crash naturally only happens when you click on Replace All and can't stop the process once it's started.
If you use the Search-And-Replace function in the script editor, it starts the search-and-replace at the cursor and loops back to the top when it reaches the end of the script. That's fine, but the problem is that it doesn't stop once it reaches the cursor again -- it keeps going and searching for more matches.
As you might imagine, that creates quite the conundrum when you do something like this:
Search for: SpawnSpotFacing
Replace with: SpawnSpotFacingForced
Take this code:
Code: Select all
SpawnSpotFacing ("MyDude", 1, 2);
Code: Select all
SpawnSpotFacingForced ("MyDude", 1, 2);
Code: Select all
SpawnSpotFacingForcedForced ("MyDude", 1, 2);
Code: Select all
SpawnSpotFacingForcedForcedForced ("MyDude", 1, 2);

[Edit] Slight correction -- The find-and-replace box actually starts over at the top of the script every time it finds a match, which is.... clunky to say the least. This really needs to be fixed to work properly.
Also, the above crash naturally only happens when you click on Replace All and can't stop the process once it's started.
Re: Doom Builder 2 thread
Hey guys? This never happened to me, before. I just started up DB2 for the first time in around a month and I can't undo any actions, without getting an error message regarding JIT debugging. Anyone else getting this?
It says "Unhandled exception has occurred in your application. If you click continue, the application will ignore thi error and attempt to continue. If you click quit, the application will close immediately. Index was outside the bounds of the array."
There's a button called "details" and it talks about the exception text and JIT debugging. WTH?
BTW, hitting continue continues the program, but I can't undo anything still!
______________________________________________________________________________________________________________________________________
EDIT:
Nevermind... I saved my WADs in a desktop folder but identical copies were also in my ZDoom folder. I simply replaced the desktop versions with the other ones and everything works fine, again. Phew...
It says "Unhandled exception has occurred in your application. If you click continue, the application will ignore thi error and attempt to continue. If you click quit, the application will close immediately. Index was outside the bounds of the array."
There's a button called "details" and it talks about the exception text and JIT debugging. WTH?
BTW, hitting continue continues the program, but I can't undo anything still!
______________________________________________________________________________________________________________________________________
EDIT:
Nevermind... I saved my WADs in a desktop folder but identical copies were also in my ZDoom folder. I simply replaced the desktop versions with the other ones and everything works fine, again. Phew...
- Cutmanmike
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Re: Doom Builder 2 thread
A bit late for the party but I've been trying out DB2. Fantastic work. I did come across an oddity which may be GZDooms (or my) fault. Basically I've been using the new TEXTURES lump to create some wall textures. They're scaled up by 2.5. When I use these in Doom they appear fine but seem to be completely ignoring all alignment full stop (unless I use that upper/lower texture flag that I can't remember the name of right now). In the 3d editor the look fine, but in GZdoom they do not. I was quickly booted off the computer after I noticed this so I shall test it a bit more later.
- Demolisher
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Re: Doom Builder 2 thread
Works for me, I have textures scaled by .75 and .89######, and they work fine. Did you try the WorldPanning flag on the texture? That might work.Cutmanmike wrote:A bit late for the party but I've been trying out DB2. Fantastic work. I did come across an oddity which may be GZDooms (or my) fault. Basically I've been using the new TEXTURES lump to create some wall textures. They're scaled up by 2.5. When I use these in Doom they appear fine but seem to be completely ignoring all alignment full stop (unless I use that upper/lower texture flag that I can't remember the name of right now). In the 3d editor the look fine, but in GZdoom they do not. I was quickly booted off the computer after I noticed this so I shall test it a bit more later.
- Cutmanmike
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Re: Doom Builder 2 thread
Spend about 30 mins trying to figure it out, and that did it. Thanks! What's that flag for?
Re: Doom Builder 2 thread
World panning = uses the effective scaled size for offsets. eg, if a 128 wide texture is scaled to 64 units wide, an offset of 32 will move it half its width.
Pixel Panning = Uses the original size of the texture for offsets. eg if a 128 wide texture is scaled to 64 units, an offset of 32 will move it quarter of its width.
Pixel Panning = Uses the original size of the texture for offsets. eg if a 128 wide texture is scaled to 64 units, an offset of 32 will move it quarter of its width.
Re: Doom Builder 2 thread
Or stated another way, WorldPanning offsets the texture by in-game units rather than by pixels in the texture.
WorldPanning is very useful for high resolution texture replacements since it retains the offset behavior of the originals. Otherwise a texture that was supposed to be pushed half its width to the right is suddenly pushed only a quarter of the way, causing ugly-looking offsets.
WorldPanning is very useful for high resolution texture replacements since it retains the offset behavior of the originals. Otherwise a texture that was supposed to be pushed half its width to the right is suddenly pushed only a quarter of the way, causing ugly-looking offsets.
- Cutmanmike
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Re: Doom Builder 2 thread
Yeah my textures are high resolution... kinda... You'll see. Anyway I take it Doombuilder doesn't know the difference? In 3d mode at least it was scrolling my textures as if worldpanning was set.
Re: Doom Builder 2 thread
If it doesn't it'd be nice if it were fixed to recognize the flag.Cutmanmike wrote:Yeah my textures are high resolution... kinda... You'll see. Anyway I take it Doombuilder doesn't know the difference? In 3d mode at least it was scrolling my textures as if worldpanning was set.
- Cutmanmike
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Re: Doom Builder 2 thread
Is there any way to stop the box method of copy and pasting things? I.e if I copy a single thing and paste it, I get a selection box around it. Handy for some things but not for pasting things down quickly (like DM player starts). I end up clicking on the corners rather than dragging the damn thing where I want.
- Dark-Assassin
- Posts: 743
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- Location: South Australia
Re: Doom Builder 2 thread
i keep getting some kind of glitch.
usually when i click away from a line or something, they will not delelect like in origional DB, which then I have to start drwaing another line or click on everything selected to deselect it.
oh, is there any chance of showind live 3d floors, mirrors, stacked sectors, skys etc.?
usually when i click away from a line or something, they will not delelect like in origional DB, which then I have to start drwaing another line or click on everything selected to deselect it.
oh, is there any chance of showind live 3d floors, mirrors, stacked sectors, skys etc.?
- Remmirath
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Re: Doom Builder 2 thread
Go make some plugins.ds201 wrote: oh, is there any chance of showind live 3d floors, mirrors, stacked sectors, skys etc.?
Re: Doom Builder 2 thread
I don't know if it would be considered a bug or not but if I try to load a wad file that is no longer at the right location, Doom Builder creates a file of the same name that is 0kb big.
Re: Doom Builder 2 thread
Code, for some reason MEIN HERZ-ion that I downloaded, says I need to download some werid NETFLIX or something for it to work =\ and the download is broken everytime and the installation dies there and then and crashes my damn Computer... its WINXP...CodeImp wrote:Doom Builder 2 has been released. See website. Anyone that has been testing Doom Builder 2 through beta versions or custom builds is recommended to completely delete this from their harddisk before installation the official release.