GZDoom Builder 2.3

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Nash
 
 
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Re: GZDoom Builder 1.14

Post by Nash »

Any chance of seeing the Visplane Explorer work with the UDMF format? I've always wanted to use the plugin but I only map for UDMF... so... XD
Blue Shadow
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Re: GZDoom Builder 1.14

Post by Blue Shadow »

[r2028]

When selecting a thing which has blue pixels in its sprite, the following happens:
Spoiler:
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NeuralStunner
 
 
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Re: GZDoom Builder 1.14

Post by NeuralStunner »

Nash wrote:Any chance of seeing the Visplane Explorer work with the UDMF format? I've always wanted to use the plugin but I only map for UDMF... so... XD
Would it even be necessary? Engines that support UDMF shouldn't have the visplane limits that the plugin is meant to help keep you under.

Also, while the "no activation flags" warning could be useful to inexperienced or inattentive mappers, for me it would only get in the way. The majority of cases where I don't set the flags, I skipped it intentionally. For the (very few) actual accident cases, it becomes immediately obvious as soon as I test that part of the map. I too will request an option to turn of the warning entirely.

Speaking of line actions, it would be handy to have a button in the linedef edit dialogue to instantly clear actions, args, and activation flags from edited lines. (Obviously, onlly apply this change on "OK".) To take it a bit further, it could also help to have a "reset line" button to remove all extra flags, offsets, and properties. (Only keep impassable for one-sided lines, and the Two-Sided flag for others.)
Last edited by NeuralStunner on Thu Sep 11, 2014 10:51 am, edited 1 time in total.
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Graf Zahl
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Re: GZDoom Builder 1.14

Post by Graf Zahl »

MaxED wrote:
Kappes Buur wrote: It would be great if this could be deactivated somehow.
It gets in the way when setting up control sectors.
Yeah, current implementation is kinda obtrusive... Is there an easy way to get all linedef actions, which do not require activation?

The best point to look for is ZDoom's linedef action table in p_lnspec.h.
All that do not have a function pointer in there do not need an activation type. Note, though, that there's a handful of types that can be called from scripts but work as static init types when used directly in a map. But you'd get the majority out this way.
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Re: GZDoom Builder 1.14

Post by Blue Shadow »

[r2028]

Got a crash on WAD close:
GZCrash.zip
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Curious. This plugin was made in 2010, and this error happened only now.
Probably fixed in r2030. (download GZDB r2030)
Also, missing activation flags warning is disabled in this build.
Also, this :)
Spoiler:
Nash wrote:Any chance of seeing the Visplane Explorer work with the UDMF format? I've always wanted to use the plugin but I only map for UDMF... so... XD
You can try asking the guy who made Visplane Explorer (here, for example). The plugin just wraps the library he made.
Also, GZDoom crashed on me when I tried loading a terrain made of ~32000 sectors. On the other hand, I have no idea if that was because of visplane overflow.
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Graf Zahl
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Re: GZDoom Builder 1.14

Post by Graf Zahl »

GZDoom doesn't even know the concept of a visplane.
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Blue Shadow wrote:When selecting a thing which has blue pixels in its sprite, the following happens:
Spoiler:
Well, this happens when you multiply a dark-blueish color by a non-white color... If somebody knows a better way of tinting an image, let me know.
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Graf Zahl
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Re: GZDoom Builder 1.14

Post by Graf Zahl »

Don't use primary colors, use something that got a significant value in all components, like (192, 255, 192) for tinting something green. Or use blending instead of modulating.
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Graf Zahl wrote:GZDoom doesn't even know the concept of a visplane.
Then that probably was some leser known overflow :)
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Graf Zahl wrote:Don't use primary colors, use something that got a significant value in all components, like (192, 255, 192) for tinting something green.
Selection color can be changed by user.
Graf Zahl wrote:Or use blending instead of modulating.
Did that. Not sure if it's better this way (higher things are not selected, lower things are) :|
things_lift_collision (edit area) at 11.09.2014 22-03-20 [r1885].jpg
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Kappes Buur
 
 
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Re: GZDoom Builder 1.14

Post by Kappes Buur »

[feature request]

When assigning increments to 3D control sectors, could it be done to assign the same value to Ceiling and Floor in one step ?
Spoiler:
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Nash
 
 
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Re: GZDoom Builder 1.14

Post by Nash »

NeuralStunner wrote:Would it even be necessary? Engines that support UDMF shouldn't have the visplane limits that the plugin is meant to help keep you under.
Oh, I see... well I just had the idea that the "hotter" the output is = more visplanes = slower performance... figured it would be a useful performance tuning tool... I guess it doesn't really apply for UDMF then. :D
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Re: GZDoom Builder 1.14

Post by plums »

Using the map analysis tool, I get crashes trying to dissolve invalid/0-area sectors. Attachment has the crash log, and a map that has invalid sectors to be dissolved.

e: The invalid sectors got fixed somehow on saving/loading? Weird. Hopefully the crash log is enough to go on...

e2: also, is there a way to not clear the selection if I click+drag by accident?
Attachments
dissolve_bug.zip
(36.54 KiB) Downloaded 25 times
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Map Analysis doesn't detect any invalid sectors in your map...
I only got these errors:
Spoiler:
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