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
Kappes Buur
 
 
Posts: 4188
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada
Contact:

Re: GZDoom Builder 2.3

Post by Kappes Buur »

ZZYZX wrote: When I unquote the name (MAP01), the title is displayed correctly.
GZDoom works both ways.
Although GZDoom does not mind the quotation marks, according to MAPINFO/Map definition the maplump is specified with no quotation marks.

Unfortunately, the clarification of what and how to implement this was taken out of earlier wiki text versions:
Substitute the name of the map in the wad for <maplump>, and the map's nice name (shown in the automap) for <nice name>. If <nice name> contains spaces, it must be enclosed in quotation marks ("). <Maplump> can be *any* lump in the wad, but since most editing utilities will only recognize maps of the form MAP?? or E?M?, you should probably stick to those if you want to be able to edit the levels easily.
User avatar
simc
Posts: 134
Joined: Fri Feb 03, 2012 11:44 am

Re: GZDoom Builder 2.3

Post by simc »

Two things:

1) Did something happen with the size of the dynamic light item #9820?

In Visual Mode it's now much larger than what it was earlier some months ago. It's 4th argument is it's radius. But if it is set as 128, GZDB in Things Mode draws it's light circle as double with radius 256 (the whole diameter 512).

2) (A minor thing:) The 'Drag selection automaticly on paste' (from F5/Editing) doesn't always work right.

If the grid size is larger than then the pasted item and if both 'Drag selection automaticly on paste' and 'Snap to grid' are set on, the pasted item is placed to the lower left corner of the grid cell by default. (No trouble with that.)

But if the mouse pointer is over the pasted item's resize or rotate buttons they're somehow automaticly activated. The pasted item automaticly starts resizing or roting by your mouse moves. Or if the lower left corner is far away from the mouse pointer, the item is just dropped and it follows the mouse pointer nowhere.

For example, if I've copied the imp and try to paste it by aiming the 64x64 grid junction (screenshot 1 below) it'll get pasted on the corner (2), but it automaticly launches the 'Edit Selection Mode' rotating when I move the mouse (3). Right after pasting - no need to click anywhere.
Spoiler:
Dragging items automaticly after pasting would be useful because linedefs and sectors get their references and heights set when they've been dropped.

3) The new sky feature is awesome!
User avatar
Nash
 
 
Posts: 17501
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: GZDoom Builder 2.3

Post by Nash »

Trying to convert Romero's map to UDMF - doesn't work? The result has no monsters and all the linedefs and doors don't work... any ideas?
User avatar
ZZYZX
 
 
Posts: 1384
Joined: Sun Oct 14, 2012 1:43 am
Location: Ukraine
Contact:

Re: GZDoom Builder 2.3

Post by ZZYZX »

Kappes Buur wrote:Although GZDoom does not mind the quotation marks, according to MAPINFO/Map definition the maplump is specified with no quotation marks.

Unfortunately, the clarification of what and how to implement this was taken out of earlier wiki text versions:
Substitute the name of the map in the wad for <maplump>, and the map's nice name (shown in the automap) for <nice name>. If <nice name> contains spaces, it must be enclosed in quotation marks ("). <Maplump> can be *any* lump in the wad, but since most editing utilities will only recognize maps of the form MAP?? or E?M?, you should probably stick to those if you want to be able to edit the levels easily.
The wiki is poorly written and contains direct instructions instead of explanations.
The truth is that map name is not an identifier, it's a string. And it's only possible to write MAP01 (and not "MAP01") because of relaxed behaviour of ZDoom's tokenizer which allows strings to be written without quotes.
So NOT allowing us to write quoted strings in places where strings are used is kinda wrong.
That, and "most editing utilities will only recognize maps of the form..." doesn't apply to any editor from Doom Builder family.

Also, AFAIK ZDoom uses the same tokenizer everywhere except possibly DECORATE (which was apparently written by another programmer, because the relevant code is using parser generator unlike much more common direct parsing with Hexen's tokenizer), so this applies to other text formats as well.
Another late "also-AFAIK": lump name can contain any character other than 0x00.
MTrop
Posts: 59
Joined: Mon Jul 08, 2013 5:04 pm

Re: GZDoom Builder 2.3

Post by MTrop »

MaxED wrote: In GZDB, SCRIPTS lump is treated as located at the root of any map resource during compilation (and not at the map location).
So to clarify, does this mean that it searches in whatever mounted resources are there in the map properties?

Say that am making a map and I have a PK3 that is included in its associated resources, and it contains an entry "scripts/spawnnums.acs", is my #include line:

Code: Select all

#include "scripts/spawnnums.acs"
... in order to ensure that it sees it on compile?
User avatar
ZZYZX
 
 
Posts: 1384
Joined: Sun Oct 14, 2012 1:43 am
Location: Ukraine
Contact:

Re: GZDoom Builder 2.3

Post by ZZYZX »

I didn't even know any Doom Builder supported scripts inside resources. Was copying relevant includes to working directory every time.
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: GZDoom Builder 2.3

Post by MaxED »

ZZYZX wrote:GZDB doesn't get map title right if map name in ZMAPINFO is enclosed in quotes.
Don't care.
simc wrote:Did something happen with the size of the dynamic light item #9820?
Lights sizes match GZDoom ones. Lights intensities, on the other hand, were ~2x - ~3x (for negative lights) stronger than in GZDoom.
simc wrote:If the mouse pointer is over the pasted item's resize or rotate buttons they're somehow automatically activated.
Fixed.
Nash wrote:Trying to convert Romero's map to UDMF - doesn't work? The result has no monsters and all the linedefs and doors don't work... any ideas?
Fixed game mode-related thing flags. Won't bother with Doom -> Hexen/UDMF linedef action conversion unless someone provides the required data.
Spoiler: Required data example
MTrop wrote:Say that am making a map and I have a PK3 that is included in its associated resources, and it contains an entry "scripts/spawnnums.acs", is my #include line:

Code: Select all

 #include "scripts/spawnnums.acs"
... in order to ensure that it sees it on compile?
Yes.
User avatar
Kappes Buur
 
 
Posts: 4188
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada
Contact:

Re: GZDoom Builder 2.3

Post by Kappes Buur »

Spoiler:
Opening an existing map with 3D sectors, or creating a new map to include 3D sectors,
and going into 3D Visual Mode causes this crash
***********SYSTEM INFO***********
OS: Microsoft Windows 7 Professional
GPU: NVIDIA GeForce GTX 660
GZDB: R2475

********EXCEPTION DETAILS********
Method 'PerformAutoSelection' in type 'CodeImp.DoomBuilder.BuilderModes.VisualFloor' from assembly 'BuilderModes, Version=2.3.0.2470, Culture=neutral, PublicKeyToken=null' does not have an implementation.
at CodeImp.DoomBuilder.BuilderModes.BaseVisualSector..ctor(BaseVisualMode mode, Sector s)
at CodeImp.DoomBuilder.BuilderModes.BaseVisualMode.CreateVisualSector(Sector s) in x:\Source\Plugins\BuilderModes\VisualModes\BaseVisualMode.cs:line 399
at CodeImp.DoomBuilder.VisualModes.VisualMode.ProcessSidedefCulling(Sidedef sd) in x:\Source\Core\VisualModes\VisualMode.cs:line 633
at CodeImp.DoomBuilder.VisualModes.VisualMode.DoCulling() in x:\Source\Core\VisualModes\VisualMode.cs:line 535
at CodeImp.DoomBuilder.VisualModes.VisualMode.OnProcess(Single deltatime) in x:\Source\Core\VisualModes\VisualMode.cs:line 1131
at CodeImp.DoomBuilder.BuilderModes.BaseVisualMode.OnProcess(Single deltatime) in x:\Source\Plugins\BuilderModes\VisualModes\BaseVisualMode.cs:line 1201
at CodeImp.DoomBuilder.Windows.MainForm.processor_Tick(Object sender, EventArgs e) in x:\Source\Core\Windows\MainForm.cs:line 4012
at System.Windows.Forms.Timer.OnTick(EventArgs e)
at System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
User avatar
SyntherAugustus
Posts: 973
Joined: Tue Jul 15, 2003 5:43 pm

Re: GZDoom Builder 2.3

Post by SyntherAugustus »

I have something similar, only it presents me with my graphics card supposedly being the mobo one and not my GTX 780. I didn't know what it was until Kappes mentioned 3d sectors, which my level also has.

I can upload the map if needed.
Attachments
GZCrash.txt
(12.29 KiB) Downloaded 23 times
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: GZDoom Builder 2.3

Post by MaxED »

Kappes Buur wrote:GZDB: R2475
Kappes Buur wrote:assembly 'BuilderModes, Version=2.3.0.2470
For some reason your BuilderModes.dll is from older revision than Builder.exe (these two files must always have the same version). Consider updating your copy of GZDB.
blackfish wrote:I have something similar, only it presents me with my graphics card supposedly being the mobo one and not my GTX 780. I didn't know what it was until Kappes mentioned 3d sectors, which my level also has
Your crash is caused by the 3D floor mode plugin. Consider reporting your error in it's thread so Boris could look into it.
User avatar
SyntherAugustus
Posts: 973
Joined: Tue Jul 15, 2003 5:43 pm

Re: GZDoom Builder 2.3

Post by SyntherAugustus »

edit: I updated said plugin and everything seems to be fine again. Thanks for identifying the problem!
Archi
Posts: 7
Joined: Tue Jun 14, 2011 12:57 am

Re: GZDoom Builder 2.3

Post by Archi »

Is there any way to select sectors without things being selected too?
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: GZDoom Builder 2.3

Post by MaxED »

Yes. In Sectors mode, uncheck Sectors -> Synchronized Things Editing menu option.
User avatar
Andie
Posts: 53
Joined: Sun May 19, 2013 3:33 pm

Re: GZDoom Builder 2.3

Post by Andie »

Max, can you please comment on this somehow? Thanks!
Andie wrote:Hello,

GZDoom Builder crashes, and I get this error when I try to compile ACS (even if it's a simple "Hello World" script):
Spoiler:
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: GZDoom Builder 2.3

Post by MaxED »

1. The exception is caused by Scintilla control, so there is not much I can do about it.
2. Only you have this problem.
3. I'm in the middle of updating the old Scintilla control GZDB currently uses to ScintillaNET, which goes slowly, because the API significantly changed between currently used Scintilla 1.7.8 and ScintillaNET 3.5.6. Once this process is finished, your problem will probably be fixed as well.
Locked

Return to “Abandoned/Dead Projects”