Yes.NeuralStunner wrote:So turning that option ON makes objects move in floating-point coordinates?
GZDoom Builder 2.3
Re: GZDoom Builder 1.14
- NeuralStunner
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Re: GZDoom Builder 1.14
Got it, thanks.
'Bout time I update again. It can be hard to keep up with versions, and that's not a bad thing at all!
'Bout time I update again. It can be hard to keep up with versions, and that's not a bad thing at all!
- Tormentor667
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Re: GZDoom Builder 1.14
Feature request: Lock texture offsets checkbox
For what? I often use autoalign (x/y) to align my textures but certain parts of it are aligned manually and I want this to stay. Though after autoaligning somewhere else, it kills my manual alignments again and I have to do it all over. Locking texture/flat offsets might help a lot here.
Oh, and just because I currently need it, what about the "moreids" feature?
For what? I often use autoalign (x/y) to align my textures but certain parts of it are aligned manually and I want this to stay. Though after autoaligning somewhere else, it kills my manual alignments again and I have to do it all over. Locking texture/flat offsets might help a lot here.
Oh, and just because I currently need it, what about the "moreids" feature?

Re: GZDoom Builder 1.14
I think "Lock Texture Offsets" is what you are looking for. It's in the toolbar.Tormentor667 wrote:Feature request: Lock texture offsets checkbox
For what? I often use autoalign (x/y) to align my textures but certain parts of it are aligned manually and I want this to stay. Though after autoaligning somewhere else, it kills my manual alignments again and I have to do it all over. Locking texture/flat offsets might help a lot here.
Oh, and just because I currently need it, what about the "moreids" feature?
- Xeotroid
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Re: GZDoom Builder 1.14
I think that locks only floor/ceiling offsets so when you move sectors the textures move with them.
- Tormentor667
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Re: GZDoom Builder 1.14
Exactly what Xeotroid said
Re: GZDoom Builder 1.14
Works on the sides too for me.Xeotroid wrote:I think that locks only floor/ceiling offsets so when you move sectors the textures move with them.
Re: GZDoom Builder 1.14
Hi people. I want to ask. Could you do in GZDoom Builder feature ACS Decompiler in Script Editor. Which will decode the ACS in the TEXT. In Doom Builder 1 this function works.
Re: GZDoom Builder 1.14
There is no current ACS decompiler (and is that even possible? I believe only disassembly is possible now). DoomBuilder 1 certainly didn't have this function, either. Unless it did have the DeepSea Hexen disassembler? Although I can't recall that.
- Graf Zahl
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Re: GZDoom Builder 1.14
A decompiler can theoretically be done - with the exception of the HudMessage function, because its generated code is an utter mess. But first you need to find someone willing to invest the work.
Decompilers for plain Hexen ACS exist but these are useless for the modern ZDoom variant.
Decompilers for plain Hexen ACS exist but these are useless for the modern ZDoom variant.
Re: GZDoom Builder 1.14
Doom Builder 1 function had a decompiler ACS by an external program DEACC. And writes the decompiled text in its own window. And there was a choice function Zdoom or simply Hexenedward850 wrote:There is no current ACS decompiler (and is that even possible? I believe only disassembly is possible now). DoomBuilder 1 certainly didn't have this function, either. Unless it did have the DeepSea Hexen disassembler? Although I can't recall that.
Re: GZDoom Builder 1.14
DEACC cannot decompile ZDoom ACS extensions. It was designed for Hexen.
Last edited by edward850 on Mon Jun 22, 2015 2:58 am, edited 1 time in total.
Re: GZDoom Builder 1.14
Here's the source code decompiler.
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deacc.zip
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Re: GZDoom Builder 1.14
Do you actually want to decompile Hexen's ACS scripts? Because you don't need GZDB for that. You can just ask someone here to do it, if need be. 

- Kappes Buur
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Re: GZDoom Builder 1.14
[deleted]
obviously AntonZab did not find my post useful enough
obviously AntonZab did not find my post useful enough
Last edited by Kappes Buur on Mon Jun 22, 2015 12:36 pm, edited 4 times in total.