Fixed.Ozymandias81 wrote:I can't see linedefs measurements while drawing them.
GZDoom Builder 2.3
Re: GZDoom Builder 2.3
Re: GZDoom Builder 2.3
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.
Re: GZDoom Builder 2.3
Crash in GZDB r2456
- open this map in Boom (Doom 2) format
- right click on linedef 10 to access its properties dialog.
Spoiler:When it happens:
- open this map in Boom (Doom 2) format
- right click on linedef 10 to access its properties dialog.
Re: GZDoom Builder 2.3
HOW HORRIFYING!
Fixed.
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).
Fixed.
...or you can just open "Configurations\Includes\Zandronum_things.cfg" and uncomment all "Skulltag_things.cfg" includes.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.
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).
Re: GZDoom Builder 2.3
Or put them all in a Skulltag subcategory? They're asked for often enough.
Re: GZDoom Builder 2.3
Hahaha, thanks for quick reply and fix 

Re: GZDoom Builder 2.3
It's not just things that produce a warning.MaxED wrote: ...or you can just open "Configurations\Includes\Zandronum_things.cfg" and uncomment all "Skulltag_things.cfg" includes.
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.As a side note, is there an "official" list of Zandronum-only Things somewhere?
- Ozymandias81
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Re: GZDoom Builder 2.3
Thanks a lot man!MaxED wrote:Fixed.Ozymandias81 wrote:I can't see linedefs measurements while drawing them.

Re: GZDoom Builder 2.3
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?
'Hexen ACS Script' in the bottom right corner? How do I fix this?
Re: GZDoom Builder 2.3
Can you be less specific?Jroc wrote:It's not just things that produce a warning.
...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).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.
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.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?
Re: GZDoom Builder 2.3
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.
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.
Re: GZDoom Builder 2.3
Here are the warnings on including skulltag_content2.1a as a resource:MaxED wrote: Can you be less specific?
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:
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:...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).
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.
Re: GZDoom Builder 2.3
Fixed. It was caused by an unnamed TEXTURE1 entry in skulltag_data_126.pk3.Jroc wrote:However, now when I host those two pk3s on the latest build, GZDB produces an 'invalid error'
They are also defined as cameratextures in animdefs.txt in both skulltag_data_126.pk3 and skulltag_content2.1a.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.
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.
- phantombeta
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Re: GZDoom Builder 2.3
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.
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)