GZDoom Builder 2.3
- Devianteist
- Posts: 945
- Joined: Wed Sep 24, 2014 4:07 pm
- Location: Creating a SPACE HULK conversion!
- Contact:
Re: GZDoom Builder 2.3
I seem to have turned 3D floors invisible and cannot view them. How can I make them visible again?
Re: GZDoom Builder 2.3
Press "Tab" while in Visual mode...
- Devianteist
- Posts: 945
- Joined: Wed Sep 24, 2014 4:07 pm
- Location: Creating a SPACE HULK conversion!
- Contact:
Re: GZDoom Builder 2.3
Thank you MaxED. I'm not sure why, but I just couldn't find it in the menus, and it as really bothering me.
Re: GZDoom Builder 2.3
For some odd reason, GZDoom Builder increases and decreases the grid size whenever I zoon in or out. Any way to disable this?
- Kappes Buur
-

- Posts: 4201
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
- Contact:
Re: GZDoom Builder 2.3
It's not an odd reason at all. It's a new feature in r2382.Breezeep wrote:For some odd reason, GZDoom Builder increases and decreases the grid size whenever I zoon in or out. Any way to disable this?
There is a new icon which can be toggled off - on
- Tormentor667
- Posts: 13556
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
- Contact:
Re: GZDoom Builder 2.3
I am at 2382 but I don't have an icon like that on my toolbar?!
Re: GZDoom Builder 2.3
It can also be toggled in the View menu or using Ctrl + Alt + G. Regarding the toolbar, do you have the View Modes toolbar shown? (Right-click anywhere on the top toolbar to show/hide toolbars and see which are shown.)Tormentor667 wrote:I am at 2382 but I don't have an icon like that on my toolbar?!
- Da Spadger
- Posts: 438
- Joined: Thu Jan 05, 2006 10:12 am
Re: GZDoom Builder 2.3
Is there a way to disable how visual mode emulates VertWallShade +16 and HorizWallShade -16? Most of my maps are done with Evenlighting enabled, so it's not helpful here.
- Hindsight2020
- Posts: 261
- Joined: Wed Mar 20, 2013 3:29 am
- Location: Indiana, USA
Re: GZDoom Builder 2.3
What a brilliant idea! Why did no one think of this before?MaxED wrote:Classic modes: added "Dynamic grid size" option (available in the View menu and on the main toolbar). When enabled, grid size will be automatically adjusted based on current zoom level.
I'm always a little bit giddy to see what's new when I open GZDB and the automatic update pops in. Is that weird?
Re: GZDoom Builder 2.3
This behaviour can be changed by adding appropriate settings to the MAPINFO.Da Spadger wrote:Is there a way to disable how visual mode emulates VertWallShade +16 and HorizWallShade -16?
The idea was taken from Modo.DoomRoll wrote:What a brilliant idea! Why did no one think of this before?
- Da Spadger
- Posts: 438
- Joined: Thu Jan 05, 2006 10:12 am
Re: GZDoom Builder 2.3
I do have EvenLighting in the MAPINFO lump. That's why I'm asking.MaxED wrote:This behaviour can be changed by adding appropriate settings to the MAPINFO.Da Spadger wrote:Is there a way to disable how visual mode emulates VertWallShade +16 and HorizWallShade -16?
EDIT: To clarify, I didn't know what else to call the regular uneven lighting when i wrote that.
Re: GZDoom Builder 2.3
Then I need the map name you are using and your MAPINFO...Da Spadger wrote:I do have EvenLighting in the MAPINFO lump.
- Da Spadger
- Posts: 438
- Joined: Thu Jan 05, 2006 10:12 am
Re: GZDoom Builder 2.3
Here you go.
Code: Select all
GameInfo
{
menufontcolor_title = "Gold"
menufontcolor_label = "Gold"
menufontcolor_value = "Gold"
menufontcolor_action = "Gold"
menufontcolor_header = "Gold"
menufontcolor_selection = "Red"
}
ClusterDef 1
{
Hub //Only used to remove the Map01 from the automap.
ExitText = "Write something here"
Flat = "0_BLKST1"
}
map MAP01 "A strange space"
{
Next = "EndGame"
{
HScroll = "ENDSCR1", "ENDSCR2"
}
Sky1 = "ZWHITE"
Cluster = 1
Par = 0
Music = ""
Gravity = 200
AirControl = 0.5
NoCrouch
ClipMidTextures
EvenLighting
}
Re: GZDoom Builder 2.3
MAPINFO parser was unable to cope with map/defaultmap/adddefaultmap subblocks... Fixed in R2383.
- Da Spadger
- Posts: 438
- Joined: Thu Jan 05, 2006 10:12 am
Re: GZDoom Builder 2.3
It works. Great stuff. \o/


