GZDoom Builder 2.3

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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Sorry, I can't debug screenshots.
NegativeInfinity
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Re: GZDoom Builder 1.14

Post by NegativeInfinity »

MaxED wrote:Sorry, I can't debug screenshots.
It's okay. I was using an outdated version and the formatting didn't carry over from Doom Builder 2 to GZDB. My bad entirely. I'm starting over the project, and I am enjoying GZDB a lot more than DB2. This is an excellent tool. ^^
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Overwatch-C-17
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Re: GZDoom Builder 1.14

Post by Overwatch-C-17 »

Kappes Buur wrote:
Overwatch-C-17 wrote:Yup that's right.
I'm try it for the first time but the switch won't work, even I've set LineID at "Sector_Set3DFloors" Line.
A map says more than a thousand words ....
Well, first time me on UDMF format, see so many many options on Linedef properties, and yes both switches are works. Can I do the same outside UDMF? Um, Doom 2 (Hexen Format)? that's my currently friendly format.
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Kappes Buur
 
 
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Re: GZDoom Builder 1.14

Post by Kappes Buur »

Overwatch-C-17 wrote:.... Can I do the same outside UDMF? Um, Doom 2 (Hexen Format)? ....
Yes, of course.
To convert the map from UDMF to DiH, press F2, select Doom2 (Hexen format), and click on OK.
However, for some reason you have to realign the switch textures for the switches to be visible,
which is best done in Visual Mode and testing in-game until aligned properly.
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Tormentor667
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Re: GZDoom Builder 1.14

Post by Tormentor667 »

Copy and paste of sectors doesn't work right anymore since the last version.
Image

How to reproduce:
1st create a sector
2nd set the floor rotation to 90
3rd copy the sector
4th paste the sector
5th see the strange number in the rotation that is not 90 anymore :)
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Fixed in R2339.
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Tormentor667
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Re: GZDoom Builder 1.14

Post by Tormentor667 »

That was quick, thanks MaxEd!
AntonZab
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Re: GZDoom Builder 1.14

Post by AntonZab »

GZDoom Builder not loading This Map. Though Doom builder 2 will ship this wad perfectly

Image

http://ftp.mancubus.net/pub/idgames/lev ... -u/tte.zip
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Kappes Buur
 
 
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Re: GZDoom Builder 1.14

Post by Kappes Buur »

AntonZab wrote:GZDoom Builder not loading This Map. Though Doom builder 2 will ship this wad perfectly
http://ftp.mancubus.net/pub/idgames/lev ... -u/tte.zip
If you want to edit this map with GZDB right now, before MaxED takes a look at what's wrong, you can open it with Slade3's
map editor and save it. Then open the saved map with GZDB.


[edit]
superceded by the actual fix :)
Last edited by Kappes Buur on Thu Jun 18, 2015 5:59 pm, edited 1 time in total.
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

AntonZab wrote:GZDoom Builder not loading This Map.
Fixed in R2340.
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Onar4241
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Re: GZDoom Builder 1.14

Post by Onar4241 »

hfc2x wrote:
Onar4241 wrote:That is very weird. Does my crappy graphics card count?
Perhaps. I seem to remember selecting surfaces in Doom Builder 2 (not sure about GZDB) in my older computer, and they not showing up highlighted. They were still selected though, as I could still change sector heights anyways.

Try "selecting" a surface and changing it. I suspect it works.
That is what is happening here. What could be it?
AntonZab
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Re: GZDoom Builder 1.14

Post by AntonZab »

Thanks
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Tormentor667
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Re: GZDoom Builder 1.14

Post by Tormentor667 »

New old bug in the latest version of GZDB:
Image
When rotating objects, the calculation seems to be not precise anymore (see the x/y coords)
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Technically it's not a bug, because UDMF suports decimal vertex and thing positions. So, instead of "fixing" it, I've made it toggleable in R2341:
gzdb_pos.jpg
gzdb_pos.jpg (17.63 KiB) Viewed 477 times
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NeuralStunner
 
 
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Re: GZDoom Builder 1.14

Post by NeuralStunner »

So turning that option ON makes objects move in floating-point coordinates? (Slightly confused since when Torm says "precise" he means integers.)
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