GZDoom Builder 2.3
Re: GZDoom Builder 1.14
Newsflash! (r1893)
1. Visual mode: when changing height of a triangular sector all vertices of which have height offset, vertex heights will be changed instead of sector's floor/ceiling height (this allows to edit terrain height without the use of vertex handles).
2. Visual mode: "Copy Texture", "Copy Texture Offsets" and "Copy Properties" actions now always copy properties from currently highlighted surface (previously they copied properties from the first selected surface when something was selected).
3. Draw Rectangle mode: nothing was drawn in some cases.
4. Drag Things mode: grid was not updated when grid size was changed in this mode.
1. Visual mode: when changing height of a triangular sector all vertices of which have height offset, vertex heights will be changed instead of sector's floor/ceiling height (this allows to edit terrain height without the use of vertex handles).
2. Visual mode: "Copy Texture", "Copy Texture Offsets" and "Copy Properties" actions now always copy properties from currently highlighted surface (previously they copied properties from the first selected surface when something was selected).
3. Draw Rectangle mode: nothing was drawn in some cases.
4. Drag Things mode: grid was not updated when grid size was changed in this mode.
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Re: GZDoom Builder 1.14
[r1892]
With recent builds, if you're in the visual mode while the info panel is shown, moving the crosshair from one element to another, i.e. from linedef to linedef, linedef to sector, etc... is not as smooth as it used to be. If I close the panel, things get better again.
Am I right in assuming that the editor is taking too much time to retrieve the info related to the element under the crosshair?
With recent builds, if you're in the visual mode while the info panel is shown, moving the crosshair from one element to another, i.e. from linedef to linedef, linedef to sector, etc... is not as smooth as it used to be. If I close the panel, things get better again.
Am I right in assuming that the editor is taking too much time to retrieve the info related to the element under the crosshair?
Re: GZDoom Builder 1.14
I worked on something like that 4.5 years ago (how times flies by!), I just uploaded the code to https://github.com/biwa/lightningmode. Maybe it can supply some ideas. Unfortunately it never worked completely, I never managed to light all sectors as they should be. Back then there was also a lengthy discussion about it on the DB2 forums: http://www.doombuilder.com/forums/viewt ... ?f=9&t=290MaxED wrote:I will return to it after 1.15 release (I was encountering more and more technical problems while working on it, so it's development is in stand-by mode for now)
Here's a video of the plugin in action (and also showing how it fails in some cases

Re: GZDoom Builder 1.14
Does this happen in any map format? In any map (e.g. is this the same in simple and complex maps)?Blue Shadow wrote:[r1892]
With recent builds, if you're in the visual mode while the info panel is shown, moving the crosshair from one element to another, i.e. from linedef to linedef, linedef to sector, etc... is not as smooth as it used to be. If I close the panel, things get better again.
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Re: GZDoom Builder 1.14
MaxED, by chance do you remember if the Doom Builder 2 project used to have a plugin named 'NodesViewer'? I have checked within the local working copy (currently up-to-date and reverted recursively to original state), but I don't see the plugin for Doom Builder 2. I have checked the SVN logs aswell to be sure, alas, I couldn't find any mention of it ever existing in the Doom Builder 2 project. I could have swore it was part of the project and later on it was included into the GZDoom Builder project, to add even further - the compiling instructions for NodesViewer exists in my front-end compiling program for Doom Builder 2. Could it be that it somehow got lost in the transition a year ago? Something does not seem to be right here....
Re: GZDoom Builder 1.14
Hello!
Thank you for this great map editor
I have a feature idea for vertex terrain, although I'm not sure how easy or possible it is to implement. In visual mode, there could be a "terrain tool" which highlights a circular/rectangular (based on user setting, radius could also be set in map units) territory on the floor/ceiling around the crosshair, and one could use mouse wheel to raise multiple triangular sectors inside the highlighted territory (or vertexes for that matter, whichever is easier to implement) to create a hill/valley. For this, the concerned vertexes would need to have their height adjusted proportionally to each other (perhaps, some jitter like option could be added here too, which could vary the height differences among them to create different shaped formations).
I am not sure about the highlighted territory, might aswell could be like on the video, like only one vertex sector is highlighted but adjacent sectors get modified too.
Some example vid from other game editor:
http://www.youtube.com/watch?v=P2yospcSOjk
example around 0:28
Thank you for this great map editor

I am not sure about the highlighted territory, might aswell could be like on the video, like only one vertex sector is highlighted but adjacent sectors get modified too.
Some example vid from other game editor:
http://www.youtube.com/watch?v=P2yospcSOjk
example around 0:28
Re: GZDoom Builder 1.14
This plugin is not part of Doom Builder 2 SVN, but you can get the sources from Doom Builder 2 plugins pageSiberian_Tiger wrote:MaxED, by chance do you remember if the Doom Builder 2 project used to have a plugin named 'NodesViewer'?
Re: GZDoom Builder 1.14
I requested terrain-sculpting tools with customizable falloff quite a long time ago (maybe a year or two back even :O) but at the time it wasn't really possible or made any sense... but with so much improvements today, maybe it's possible to revisit the idea... :D
Re: GZDoom Builder 1.14
Nah, it's kinda not... It would require a new Visual mode to implement it properly, and creating a new visual mode would require around 2000 lines of duplicate code from BuilderModes.BaseVisualMode just so it displays stuff in the same way as current visual mode...
I'm planning to do something with that problem after releasing 1.15
I'm planning to do something with that problem after releasing 1.15
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Re: GZDoom Builder 1.14
Yes. It doesn't matter if it's hexen format or UDMF; a small map or a big map.MaxED wrote:Does this happen in any map format? In any map (e.g. is this the same in simple and complex maps)?
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Re: GZDoom Builder 1.14
Ah ha, thanks!MaxED wrote:This plugin is not part of Doom Builder 2 SVN, but you can get the sources from Doom Builder 2 plugins pageSiberian_Tiger wrote:MaxED, by chance do you remember if the Doom Builder 2 project used to have a plugin named 'NodesViewer'?
I'll have to investigate what went wrong on my side then...
Re: GZDoom Builder 1.14
Newsflash! (r1894)
1. Map Analysis mode: "Check overlapping lines" logic was broken on maps in Doom and Hexen map formats.
2. Map Analysis mode: "Check overlapping lines" now finds duplicate linedefs (e.g. when 2 lines have the same start and end positions).
3. Map Analysis mode: added "Check overlapping vertices" check. This will check if a vertex is on top of a linedef or another vertex.
4. Updated zspecial.acs
Also, if someone can provide map error examples, which are not detected by Map Analysis mode, I can add more checks.
1. Map Analysis mode: "Check overlapping lines" logic was broken on maps in Doom and Hexen map formats.
2. Map Analysis mode: "Check overlapping lines" now finds duplicate linedefs (e.g. when 2 lines have the same start and end positions).
3. Map Analysis mode: added "Check overlapping vertices" check. This will check if a vertex is on top of a linedef or another vertex.
4. Updated zspecial.acs
Also, if someone can provide map error examples, which are not detected by Map Analysis mode, I can add more checks.
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Re: GZDoom Builder 1.14
You also want to update zdefs.acs and ZDoom_ACS for the new ACS functions: [wiki]GetLineActivation[/wiki] and [wiki]SetLineActivation[/wiki].MaxED wrote:4. Updated zspecial.acs

Re: GZDoom Builder 1.14
You must be overthinking things here.MaxED wrote:It would require a new Visual mode to implement it properly
If the problem is the radius highlight then just don't implement it.
You can see in DoomerMrT's example that only a triangle is highlighted (that would be a sector) so then I think only a new action that raises surrouding vertex would be required and I can't see how that needs a new visual mode.