GZDoom Builder 2.3

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Overwatch-C-17
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Re: GZDoom Builder 1.14

Post by Overwatch-C-17 »

MaxED wrote:What game configuration are you using?
GZDoom - Doom 2 in Hexen format

and I think this will happen on Zandronum config too especially using Doom 2 (Hexen Format) maybe all Hexen format.
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Overwatch-C-17 wrote:I checked clipmidtex only flags on a line with Line_SetIdentification then test it on gzdoom, no effects or nothing applied on the line?
What effects were you expecting?

Also I've tested SetIdentification action with "clipmidtex" and "wrapmidtex" flags using "GZDoom - Doom 2 in Hexen" config in the latest ZDoom build, and both flags behave as expected.
Attachments
wrap n clip.rar
The ugly test map I've used.
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Overwatch-C-17
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Re: GZDoom Builder 1.14

Post by Overwatch-C-17 »

MaxED wrote:
Overwatch-C-17 wrote:I checked clipmidtex only flags on a line with Line_SetIdentification then test it on gzdoom, no effects or nothing applied on the line?
What effects were you expecting?

Also I've tested SetIdentification action with "clipmidtex" and "wrapmidtex" flags using "GZDoom - Doom 2 in Hexen" config in the latest ZDoom build, and both flags behave as expected.
Btw, I'm not using ZDoom anymore. Now every map I make and play using GZDoom and I'm still using Stable release not the Beta one. I still see clipmidtext still no effects applied. Maybe I should test the Latest build of GZDoom to see the effect/
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

zdoom.wiki wrote:clipmidtex - If true, this side's mid textures are clipped to floor and ceiling. Default is to let them "bleed" through floor and ceiling planes. Note that OpenGL renderers will clip mid textures regardless.
I'm STILL wandering what kind of effects you were expecting..
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Overwatch-C-17
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Re: GZDoom Builder 1.14

Post by Overwatch-C-17 »

This is what I mean. No effects applied when the Line have ClipMidTex flags.

Image
Gez
 
 
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Re: GZDoom Builder 1.14

Post by Gez »

This midtex is clipped, so I don't see the problem. Everything is working as it should.

PS: you're using GZDoom's GL renderer. Midtexes are always always always always always always always clipped in GL. Always and forever. Clip clip clip. You can't get unclipped midtexes in GL.



I think you don't get what clipmidtex actually does? It means rendering the texture exactly like GL does.
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Jaxxoon R
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Re: GZDoom Builder 1.14

Post by Jaxxoon R »

Hey uh... you know would be really cool and great? Being able to select what kind of door you want to make with the Make Door tool. It'd save some time, I guess.
TheNerdTurtle2
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Re: GZDoom Builder 1.14

Post by TheNerdTurtle2 »

Hey so far I really like the new GzDoom builder but as a guy that HATES change I would like to recommend a few things. First off could you make it possible to move the toolbar to the top like it was in DB2? Second is it possible to remove/add features to the toolbar? If not that would be a cool feature to add. Thanks a lot!
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Arctangent
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Re: GZDoom Builder 1.14

Post by Arctangent »

GZDoom Builder seems to freak out if it can't figure out a certain thing on the map, which is unfortunate since it seems like it can't recognize the Skulltag score pillars from Zandronum. Had a bit of an issue until I realized I could handle that with SLADE instead, but do you think you could do something about this?
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

1. Open "Configurations\Includes\Zandronum_things.cfg".
2. Uncomment lines, which include "Skulltag_things.cfg". These were commented out because Zandronum package no longer contains the sprites for these things.
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ReedtheStrange
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Re: GZDoom Builder 1.14

Post by ReedtheStrange »

It's a pretty good editor; however, I keep getting this issue where it auto-aligns random textures and occasionally rotates floor textures at random. Is there a setting that can prevent this?
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Onar4241
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Re: GZDoom Builder 1.14

Post by Onar4241 »

I really have to admit my love* about MaxED. He/she releases everyday a new beta build for us to enjoy the latest features of his amazing work. Such professionalism must be taken in note.

Can't wait to see the final version of this amazing product.

*no homo
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Onar4241
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Re: GZDoom Builder 1.14

Post by Onar4241 »

Bug in the latest test version; 3D Floors aren't highlighted.
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Kappes Buur
 
 
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Re: GZDoom Builder 1.14

Post by Kappes Buur »

Onar4241 wrote:Bug in the latest test version; 3D Floors aren't highlighted.
Works for me:

Image
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Onar4241
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Re: GZDoom Builder 1.14

Post by Onar4241 »

Kappes Buur wrote:
Onar4241 wrote:Bug in the latest test version; 3D Floors aren't highlighted.
Works for me:
Sorry, I meant in visual mode.
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