GZDoom Builder 2.3

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: GZDoom Builder 2.3

Post by MaxED »

Ozymandias81 wrote:I can't see linedefs measurements while drawing them.
Fixed.
Jroc
Posts: 19
Joined: Tue Sep 20, 2011 6:32 pm

Re: GZDoom Builder 2.3

Post by Jroc »

Incidentally MaxED, do you use IRC? I have a number of issues regarding the skulltag_content spamming dozens of warnings in doombuilder - it would be good if I could work through them with you sometime and resolve these.
User avatar
printz
Posts: 2648
Joined: Thu Oct 26, 2006 12:08 pm
Location: Bucharest, Romania
Contact:

Re: GZDoom Builder 2.3

Post by printz »

Crash in GZDB r2456
Spoiler:
When it happens:
- open this map in Boom (Doom 2) format
- right click on linedef 10 to access its properties dialog.
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: GZDoom Builder 2.3

Post by MaxED »

HOW HORRIFYING!
Fixed.
Jroc wrote:Incidentally MaxED, do you use IRC? I have a number of issues regarding the skulltag_content spamming dozens of warnings in doombuilder - it would be good if I could work through them with you sometime and resolve these.
...or you can just open "Configurations\Includes\Zandronum_things.cfg" and uncomment all "Skulltag_things.cfg" includes.

As a side note, is there an "official" list of Zandronum-only Things somewhere?
Zandronum wiki has barely any info, zandronum.pk3 contains some extra definitions compared to (g)zdoom.pk3, but no graphics for them and skulltag_content.pk3 is now a mod (which means I should probably remove all Skulltag-related stuff from the editor's zandronum configs, because they are no longer part of the engine).
Gez
 
 
Posts: 17938
Joined: Fri Jul 06, 2007 3:22 pm

Re: GZDoom Builder 2.3

Post by Gez »

Or put them all in a Skulltag subcategory? They're asked for often enough.
User avatar
printz
Posts: 2648
Joined: Thu Oct 26, 2006 12:08 pm
Location: Bucharest, Romania
Contact:

Re: GZDoom Builder 2.3

Post by printz »

Hahaha, thanks for quick reply and fix :)
Jroc
Posts: 19
Joined: Tue Sep 20, 2011 6:32 pm

Re: GZDoom Builder 2.3

Post by Jroc »

MaxED wrote: ...or you can just open "Configurations\Includes\Zandronum_things.cfg" and uncomment all "Skulltag_things.cfg" includes.
It's not just things that produce a warning.
As a side note, is there an "official" list of Zandronum-only Things somewhere?
I'm not aware of one, although actors\skulltag contains base actor definitions that skulltag actors inherit from - perhaps adding these to the config will fix the warnings regarding some of the skulltag decorate actors and GZDB not being able to find the classes they inherit from.
User avatar
Ozymandias81
Posts: 2067
Joined: Thu Jul 04, 2013 8:01 am
Graphics Processor: nVidia with Vulkan support
Location: Mount Olympus, Mars
Contact:

Re: GZDoom Builder 2.3

Post by Ozymandias81 »

MaxED wrote:
Ozymandias81 wrote:I can't see linedefs measurements while drawing them.
Fixed.
Thanks a lot man! 8-)
Cansteam
Posts: 86
Joined: Fri Aug 01, 2014 9:20 pm

Re: GZDoom Builder 2.3

Post by Cansteam »

Why isn't my script editor recognizing stuff like Giveinventory? Does it have to do with
'Hexen ACS Script' in the bottom right corner? How do I fix this?
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: GZDoom Builder 2.3

Post by MaxED »

Jroc wrote:It's not just things that produce a warning.
Can you be less specific?
Jroc wrote:I'm not aware of one, although actors\skulltag contains base actor definitions that skulltag actors inherit from - perhaps adding these to the config will fix the warnings regarding some of the skulltag decorate actors and GZDB not being able to find the classes they inherit from.
...or you can add zandronum.pk3 and skulltag_actors.pk3 or skulltag_content.pk3 as map resources (you'll need to set "Exclude this resource from texting parameters" option for zandronum.pk3).
Cansteam wrote:Why isn't my script editor recognizing stuff like Giveinventory? Does it have to do with
'Hexen ACS Script' in the bottom right corner? How do I fix this?
If it's the SCRIPTS lump, make sure Script Type is set to "ZDoom ACS script" in the Map Options window (F2). If it's an external .acs file, you can change lexer type using "Change Script Type" dropdown right next to "Compile" button.
User avatar
Sandro
Posts: 183
Joined: Sat Oct 05, 2013 8:03 am
Location: Erathia

Re: GZDoom Builder 2.3

Post by Sandro »

Little bug report : Find & Replace Mode > Any Texture of Flat : If you search for a specific texture which is set on both floor and ceiling of same sectors, and use "Edit Selection" button, the editor will crash horribly.

To reproduce : Create a basic sector. Put default texture on both its floor & ceiling and search for the texture on the Find & Replace Mode. Use Edit Selection next = Crash.
Tested with r2457.
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: GZDoom Builder 2.3

Post by MaxED »

Fixed.
Jroc
Posts: 19
Joined: Tue Sep 20, 2011 6:32 pm

Re: GZDoom Builder 2.3

Post by Jroc »

MaxED wrote: Can you be less specific?
Here are the warnings on including skulltag_content2.1a as a resource:

http://pastebin.com/g7upQDLu

These errors, and further errors regarding flag sprites and the textures lump which I fixed during the merge to skulltag_content also appeared when hosting skulltag actors and skulltag data separately instead. However, now when I host those two pk3s on the latest build, GZDB produces an 'invalid error':
Spoiler:
...or you can add zandronum.pk3 and skulltag_actors.pk3 or skulltag_content.pk3 as map resources (you'll need to set "Exclude this resource from texting parameters" option for zandronum.pk3).
Thanks, I did try including zandronum.pk3 but didn't notice the 'exclude resource from testing' option before; this deals with the decorate errors however 14 errors still remain:
Spoiler:
When I look in the texture1 lump using slade, 'CAMTX128/CAMTX64' does not appear to be double defined and I haven't found it defined elsewhere, or as both a flat and a texture - but regardless the textures lump seems to be using some archaic format, so as soon as I try to fix anything with the texture lumps in Slade3, Slade3 reformats it and breaks the project completely causing serious errors.
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: GZDoom Builder 2.3

Post by MaxED »

Jroc wrote:However, now when I host those two pk3s on the latest build, GZDB produces an 'invalid error'
Fixed. It was caused by an unnamed TEXTURE1 entry in skulltag_data_126.pk3.
Jroc wrote:When I look in the texture1 lump using slade, 'CAMTX128/CAMTX64' does not appear to be double defined and I haven't found it defined elsewhere.
They are also defined as cameratextures in animdefs.txt in both skulltag_data_126.pk3 and skulltag_content2.1a.pk3.

About Things Filters warnings: there was a GZDB bug, which in some cases removed Thing filter flags when changing game configurations in Game Configurations window. The bug itself was fixed a couple of weeks ago, but you'll still need to either re-add those flags manually (in View -> Configure Things Filters menu), or just delete the filters themselves.
User avatar
phantombeta
Posts: 2159
Joined: Thu May 02, 2013 1:27 am
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Brazil

Re: GZDoom Builder 2.3

Post by phantombeta »

I have a bug with TEXTURES support to report.
If I use a texture defined in TEXTURES as a patch in another texture it doesn't compose the texture properly.
Spoiler: Example (Uses only doom2.wad textures)
Locked

Return to “Abandoned/Dead Projects”