GZDoom Builder 2.3

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Tormentor667
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Re: GZDoom Builder 1.14

Post by Tormentor667 »

MaxED wrote: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
The problem was more that rotating an object makes normal positions (e.g. 1.0) to wrong positions (e.g. 0.99887)

BTW, concerning features:
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.
Tormentor667 wrote:Oh, and just because I currently need it, what about the "moreids" feature?
It isn't implemented yet and also doesn't work for 3D floors in visual mode which makes it very hard to work with "moreids" if the sectors don't appear
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Tormentor667 wrote:Feature request: Lock texture offsets checkbox
The whole idea seems kinda cumbersome to me. There are other ways to auto-align only the stuff you want:
1. If there are sidedefs selected, auto-aligning will be applied only to them.
2. There are ways to quickly select stuff in Visual mode: Shift + LMB selects adjacent surfaces with the same texture, Ctrl + LMB selects adjacent surfaces with the same height, Ctrl + Shift + LMB combines the both.
Tormentor667 wrote:Oh, and just because I currently need it, what about the "moreids" feature?
Long story short: implementing this will require quite monumental ammount of work, and I don't have enough motivation to do it ATM...
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Tormentor667
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Re: GZDoom Builder 1.14

Post by Tormentor667 »

I wasn't aware of the features you described, thanks alot for these :)

Concerning the "moreids" feature, I can understand this. Though, would you mind taking a look at C1M0 where I have build the area with the elevator lift going down through several stories where those grids are? (the screenshot that I've posted as well) The problem here is that aligning the 3d floor areas without "moreids" in visual mode is nearly impossible. Do you have a good idea for that as well?
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Kappes Buur
 
 
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Re: GZDoom Builder 1.14

Post by Kappes Buur »

Tormentor667 wrote:... would you mind taking a look at C1M0 where I have build the area with the elevator lift going down through several stories ....
C1M0 doesn't want to run

Image
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Tormentor667
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Re: GZDoom Builder 1.14

Post by Tormentor667 »

That's why it's called "development version" :) I will take a look at it in the next 2 hours when having a break from work :)
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Ozymandias81
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Re: GZDoom Builder 1.14

Post by Ozymandias81 »

Kappes Buur wrote:
Tormentor667 wrote:... would you mind taking a look at C1M0 where I have build the area with the elevator lift going down through several stories ....
C1M0 doesn't want to run

Image
That's because you need to download the latest BoA version from github and add it on GZDB as a folder or pk3 resource, then load c1m0 map.

https://github.com/Realm667/WolfenDoom
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Marnetmar
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Re: GZDoom Builder 1.14

Post by Marnetmar »

Feature Request:

I'd like to see a mode that allows you to highlight certain lines or sectors and assign them an editor note if you have plans for a certain area that you don't have time for at the moment or don't want to forget.

Ex: "This door will lead to a big outdoor area with a bridge and a lake," "This line should trigger this," etc.
boris
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Re: GZDoom Builder 1.14

Post by boris »

Marnetmar wrote:Feature Request:

I'd like to see a mode that allows you to highlight certain lines or sectors and assign them an editor note if you have plans for a certain area that you don't have time for at the moment or don't want to forget.

Ex: "This door will lead to a big outdoor area with a bridge and a lake," "This line should trigger this," etc.
You mean like this comments panel that's been in (GZ)DB for ages?
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Kappes Buur
 
 
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Re: GZDoom Builder 1.14

Post by Kappes Buur »

boris wrote:You mean like this comments panel that's been in (GZ)DB for ages?
Not everybody is up to date with the editor, although I don't know why that should be so. :)

The Comments Panel is a separate plugin and works only in UDMF.
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Fun fact: Comments Panel plugin was added to DB2 on August 20, 2010 with this commit message:
CodeImp wrote:@ This is one sexy plugin!
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Kappes Buur
 
 
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Re: GZDoom Builder 1.14

Post by Kappes Buur »

Something else about older plugins:

Image
from the GZDB Reference Manual
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SyntherAugustus
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Re: GZDoom Builder 1.14

Post by SyntherAugustus »

Maybe add the option to have the comment show up next to the mouse cursor when the item is highlighted. I do like the comments panel of finding specific sectors, though.
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

blackfish wrote:Maybe add the option to have the comment show up next to the mouse cursor when the item is highlighted.
Added in R2364.

Some other news:
1. GZDB version is now determined by the first 2 revision digits, so now it's GZDB 2.3, not 1.14.
2. Recent revisions include the auto-update system, which will show you the changes since your current revision (so I don't have to post them manually in this thread). It can be disabled in the Preferences, and you can check for updates manually using "Help -> Check for updates" menu command.
Last edited by MaxED on Tue Jul 14, 2015 2:51 pm, edited 1 time in total.
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Tormentor667
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Re: GZDoom Builder 2.3

Post by Tormentor667 »

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SyntherAugustus
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Re: GZDoom Builder 2.3

Post by SyntherAugustus »

Yay! Thank you.
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