GZDoom Builder 2.3

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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

Numnzel wrote:I feel the necesity of disable those light area indicators, they're fine but annoying when I'm not working with lights. There is a way to do it?
Yes. Change "Dynamic light mode" (lightbulb icon on the top toolbar) to "Don't show dynamic lights".
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Numnzel
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Re: GZDoom Builder 2.3

Post by Numnzel »

MaxED wrote:Yes. Change "Dynamic light mode" (lightbulb icon on the top toolbar) to "Don't show dynamic lights".
But then I don't see them in 3D mode. And I have to switch that button constantly.
There should be a button to only disable those lines.
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Kappes Buur
 
 
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Re: GZDoom Builder 2.3

Post by Kappes Buur »

Numnzel wrote:There should be a button to only disable those lines.
I guess what would help is the ability to customize the colour of the outline, as in

Image

but the dyn light thing itself retaining the colour of the light.
Tribeam3rd
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Re: GZDoom Builder 2.3

Post by Tribeam3rd »

Random thought/idea/feature/suggestion/something

Options to change where GZDB stores dbs and backup files.

Reason being is me and my mod team use Dropbox and we are constantly having to change our resource points when someone opens a map as well as backup/dbs files cluttering up the maps folder.
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Nash
 
 
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Re: GZDoom Builder 2.3

Post by Nash »

MaxEd, the screenshots you posted in the WIP thread doesn't work. :(
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simc
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Re: GZDoom Builder 2.3

Post by simc »

Numnzel wrote:
MaxED wrote:Yes. Change "Dynamic light mode" (lightbulb icon on the top toolbar) to "Don't show dynamic lights".
But then I don't see them in 3D mode. And I have to switch that button constantly.
There should be a button to only disable those lines.
If it helps you can bind a key for that event (F5 > Controls > Toggle dynamic lights rendering)

It works on both the visual and traditional modes. It'll cycle the three options:
Lights and indicators ON > Light animations and indicators ON > Lights and indicators OFF > ...
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Siberian Tiger
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Re: GZDoom Builder 2.3

Post by Siberian Tiger »

Tribeam3rd wrote:Random thought/idea/feature/suggestion/something

Options to change where GZDB stores dbs and backup files.

Reason being is me and my mod team use Dropbox and we are constantly having to change our resource points when someone opens a map as well as backup/dbs files cluttering up the maps folder.
Why not use version control instead? One perfect and easy to maintain is GitHub service using Git version control. Or if you have your own SSH and Apache (or the like; IIS) you can use Subversion, though its not as easy to setup. I mention this as you can easily omit these files using such services; they'll never be in the repo but only on your filesystem if configured correctly.

EDIT:
Maybe this guide could help you out on migrating and setting up your own repo on GitHub.
Tribeam3rd
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Re: GZDoom Builder 2.3

Post by Tribeam3rd »

Siberian Tiger wrote:
Tribeam3rd wrote:Random thought/idea/feature/suggestion/something

Options to change where GZDB stores dbs and backup files.

Reason being is me and my mod team use Dropbox and we are constantly having to change our resource points when someone opens a map as well as backup/dbs files cluttering up the maps folder.
Why not use version control instead? One perfect and easy to maintain is GitHub service using Git version control. Or if you have your own SSH and Apache (or the like; IIS) you can use Subversion, though its not as easy to setup. I mention this as you can easily omit these files using such services; they'll never be in the repo but only on your filesystem if configured correctly.

EDIT:
Maybe this guide could help you out on migrating and setting up your own repo on GitHub.
Because Dropbox make doom modding piss easy, everything is completely automatic and nobody on the team has to do anything when it comes to version control management
Only real issue is conflicts but we fixed that with communication as to who is doing what and haven't had that problem yet.
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enderkevin13
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Re: GZDoom Builder 2.3

Post by enderkevin13 »

Hi, I wanna add skulltag content to my WAD. How do I do that? I tried loading GZDB with skulltag_data and skulltag_actors, but they gave me errors.
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Kappes Buur
 
 
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Re: GZDoom Builder 2.3

Post by Kappes Buur »

enderkevin13 wrote:Hi, I wanna add skulltag content to my WAD. How do I do that? I tried loading GZDB with skulltag_data and skulltag_actors, but they gave me errors.
Try this
make sure to click on exclude zandronum.pk3

Set Zandronum as your test engine

which gives you these 5 warnings,
However, these warnings can be ignored.
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enderkevin13
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Re: GZDoom Builder 2.3

Post by enderkevin13 »

Kappes Buur wrote:
enderkevin13 wrote:Hi, I wanna add skulltag content to my WAD. How do I do that? I tried loading GZDB with skulltag_data and skulltag_actors, but they gave me errors.
Try this
make sure to click on exclude zandronum.pk3

Set Zandronum as your test engine

which gives you these 5 warnings,
However, these warnings can be ignored.
It gave me 26.
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Nightfall
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Re: GZDoom Builder 2.3

Post by Nightfall »

Maybe a something to copy a line special/thing special to an ACS expression? It's a bit frustrating to try remember the parameters all the time.
Image
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NeuralStunner
 
 
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Re: GZDoom Builder 2.3

Post by NeuralStunner »

Nightfall wrote:Maybe a something to copy a line special/thing special to an ACS expression? It's a bit frustrating to try remember the parameters all the time.
To elaborate: ID/tag fields in the linedef editor work from GZDB's tag list, so this would even be of help with the built-in script editor. I think it's a helpful idea.
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TheBadHustlex
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Re: GZDoom Builder 2.3

Post by TheBadHustlex »

A little feature-suggestion:
Would it be possible to highlight brackets that go together in the script editor? Like when your on a "{", the appropriate "}" get's highlighted. Would be useful for rather complex scripts.
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enderkevin13
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Re: GZDoom Builder 2.3

Post by enderkevin13 »

Add better support for the skulltag pk3 files please. I had to go through a bunch of shit to get it to work, and it has like 38 errors still.
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