GZDoom Builder 2.3
Re: GZDoom Builder 1.14
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
-
- Posts: 5043
- Joined: Sun Nov 14, 2010 12:59 am
Re: GZDoom Builder 1.14
[r2028]
When selecting a thing which has blue pixels in its sprite, the following happens:
When selecting a thing which has blue pixels in its sprite, the following happens:
Spoiler:
- NeuralStunner
-
- Posts: 12328
- Joined: Tue Jul 21, 2009 12:04 pm
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: capital N, capital S, no space
- Contact:
Re: GZDoom Builder 1.14
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.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
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.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49229
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: GZDoom Builder 1.14
MaxED wrote:Yeah, current implementation is kinda obtrusive... Is there an easy way to get all linedef actions, which do not require activation?Kappes Buur wrote: It would be great if this could be deactivated somehow.
It gets in the way when setting up control sectors.
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.
-
- Posts: 5043
- Joined: Sun Nov 14, 2010 12:59 am
Re: GZDoom Builder 1.14
[r2028]
Got a crash on WAD close:
Got a crash on WAD close:
Re: GZDoom Builder 1.14
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
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.
Probably fixed in r2030. (download GZDB r2030)
Also, missing activation flags warning is disabled in this build.
Also, this

Spoiler:
You can try asking the guy who made Visplane Explorer (here, for example). The plugin just wraps the library he made.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
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.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49229
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: GZDoom Builder 1.14
GZDoom doesn't even know the concept of a visplane.
Re: GZDoom Builder 1.14
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.Blue Shadow wrote:When selecting a thing which has blue pixels in its sprite, the following happens:Spoiler:
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49229
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: GZDoom Builder 1.14
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.
Re: GZDoom Builder 1.14
Then that probably was some leser known overflowGraf Zahl wrote:GZDoom doesn't even know the concept of a visplane.

Re: GZDoom Builder 1.14
Selection color can be changed by user.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.
Did that. Not sure if it's better this way (higher things are not selected, lower things are)Graf Zahl wrote:Or use blending instead of modulating.

- Kappes Buur
-
- Posts: 4177
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
- Contact:
Re: GZDoom Builder 1.14
[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 ?
When assigning increments to 3D control sectors, could it be done to assign the same value to Ceiling and Floor in one step ?
Spoiler:
Re: GZDoom Builder 1.14
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. :DNeuralStunner 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.
Re: GZDoom Builder 1.14
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?
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
Re: GZDoom Builder 1.14
Map Analysis doesn't detect any invalid sectors in your map...
I only got these errors:
I only got these errors:
Spoiler: