GZDoom Builder 2.3

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Overwatch-C-17
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Re: GZDoom Builder 2.3

Post by Overwatch-C-17 »

Hello..
- Every time I want to enabling nor disabling "Show Editable Vertices in Visual Mode" button, the button disappear. To make it appear again I must change the Editing Mode. Ex: Lines Mode, Sector Mode, etc.
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ZZYZX
 
 
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Re: GZDoom Builder 2.3

Post by ZZYZX »

MaxED wrote:
ZZYZX wrote:I just ran map in GZDoom for testing, then after I closed GZDoom, Builder ate 800mb and threw two exceptions in succession
Looks like your video card can't handle your ambition. Can't help you with that...
Sounds convincing. I'd even believe if not the fact that before and after it worked. So it's clearly random (or accumulative, say, memory leak) and not related to my video card.
Normal (i.e. current) memory usage is 440mb. After pressing F8 (resource reload) became 320mb. For the last 2-3 hours of mapping it stays between 450 and 500, too. So APPARENTLY that 800 was abnormal.
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

Overwatch-C-17 wrote:Every time I want to enabling nor disabling "Show Editable Vertices in Visual Mode" button, the button disappear. To make it appear again I must change the Editing Mode. Ex: Lines Mode, Sector Mode, etc.
Cannot reproduce...
ZZYZX wrote:Transparent texture on a solid 1-sided wall. Will not look like that in GZDoom.
Fixed.
ZZYZX wrote:I just ran map in GZDoom for testing, then after I closed GZDoom, Builder ate 800mb and threw two exceptions in succession
Can you try to reproduce it in R2485? I've fixed the issue, which always caused IndexOutOfRangeException when trying to recompile a shader in debug mode, so the editor should theoretically output something more useful now.
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Overwatch-C-17
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Re: GZDoom Builder 2.3

Post by Overwatch-C-17 »

MaxED wrote:
Overwatch-C-17 wrote:Every time I want to enabling nor disabling "Show Editable Vertices in Visual Mode" button, the button disappear. To make it appear again I must change the Editing Mode. Ex: Lines Mode, Sector Mode, etc.
Cannot reproduce...
ZZYZX wrote:Transparent texture on a solid 1-sided wall. Will not look like that in GZDoom.
Fixed.
ZZYZX wrote:I just ran map in GZDoom for testing, then after I closed GZDoom, Builder ate 800mb and threw two exceptions in succession
Can you try to reproduce it in R2485? I've fixed the issue, which always caused IndexOutOfRangeException when trying to recompile a shader in debug mode, so the editor should theoretically output something more useful now.
You should try to click Show Editable Vertices in Visual Mode button. It'll disappear.
I've got another problem, some syntax in script editor aren't highlighted.
Oww another one is i'm try to select script from the drop down list in script editor then the page will move at the beginning, not the script i wanna see
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

Overwatch-C-17 wrote:You should try to click Show Editable Vertices in Visual Mode button. It'll disappear.
It doesn't on my end...
Overwatch-C-17 wrote:I've got another problem, some syntax in script editor aren't highlighted.
Can you be less specific?
Overwatch-C-17 wrote:Oww another one is i'm try to select script from the drop down list in script editor then the page will move at the beginning, not the script i wanna see
If everything goes well, the build with the script editor updated to ScintillaNET will be available tomorrow, so I have no reason or desire to mess with the current one.
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Kappes Buur
 
 
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Re: GZDoom Builder 2.3

Post by Kappes Buur »

Just wondering aloud :)

Would Opacity in 160 be better named Translucency Amount, just to keep in step with the wording in specials, as in 208?
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ZZYZX
 
 
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Re: GZDoom Builder 2.3

Post by ZZYZX »

Translucency amount is when 0 is 100% opaque and 255 is invisible (I remember there are some specials that have this).
Opacity is when 0 is invisible and 255 is 100% opaque.
So it's probably better to rename TranslucentLine argument instead, as wiki states that 0 is "nearly invisible" in this special.

edit: again got GZDB crashed. This time it only threw one exception and ate about 2gb for few seconds, then dropped back to 500mb.
Top of the crash log: http://pastebin.com/t5gzZz9m

Directly prior to the crash I ran GZDoom with "test from current position" (it started in windowed mode), pressed alt+enter to switch to fullscreen, played a bit and closed GZDoom.
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Overwatch-C-17
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Re: GZDoom Builder 2.3

Post by Overwatch-C-17 »

MaxED wrote:
Overwatch-C-17 wrote:You should try to click Show Editable Vertices in Visual Mode button. It'll disappear.
It doesn't on my end...
Overwatch-C-17 wrote:I've got another problem, some syntax in script editor aren't highlighted.
Can you be less specific?
Overwatch-C-17 wrote:Oww another one is i'm try to select script from the drop down list in script editor then the page will move at the beginning, not the script i wanna see
If everything goes well, the build with the script editor updated to ScintillaNET will be available tomorrow, so I have no reason or desire to mess with the current one.
This is what I mean about some syntax aren't highlighted:
Image

Image

Image
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ZZYZX
 
 
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Re: GZDoom Builder 2.3

Post by ZZYZX »

Overwatch-C-17 wrote:Image

Image

Image
http://imgur.com/a/yPDzC
And remember kids, rghost is bad.
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

Overwatch-C-17 wrote:This is what I mean about some syntax aren't highlighted
Fixed.
ZZYZX wrote:again got GZDB crashed
Damn. This still doesn't contain the initial error message... Can you try reproducing this using the current build?..
Also, how old are your videocard drivers?
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Numnzel
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Re: GZDoom Builder 2.3

Post by Numnzel »

Hello all, got an Insta-Crash right now after some hours working (I saved before doing that so doesnt matter) trying to open scripts window in R2488.

I deleted the scintilla library as the update said I could do... So I suppose this is not the source of the problem.
Here the crash log: (It doesnt fit here)
https://drive.google.com/open?id=0B5Gou ... mRVZ0ZfR1k
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Overwatch-C-17
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Re: GZDoom Builder 2.3

Post by Overwatch-C-17 »

ZZYZX wrote: http://imgur.com/a/yPDzC
And remember kids, rghost is bad.
Thanks for the advice
MaxED wrote:Fixed.
Nice bro :)
Numnzel wrote:Hello all, got an Insta-Crash right now after some hours working (I saved before doing that so doesnt matter) trying to open scripts window in R2488.
Yea, me too.
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Kappes Buur
 
 
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Re: GZDoom Builder 2.3

Post by Kappes Buur »

It appears that the loading of even a small pwad takes a lot longer than in for example r2420.
Therefore the little icon on the bottom left takes a lot longer to turn green, which means that
trying to open the scripts editor before it turns green this crash happens:
***********SYSTEM INFO***********
OS: Microsoft Windows 7 Professional
GPU: NVIDIA GeForce GTX 660
GZDB: R2488

********EXCEPTION DETAILS********
Value cannot be null.
Parameter name: stream
at System.IO.Compression.DeflateStream..ctor(Stream stream, CompressionMode mode, Boolean leaveOpen, Boolean usingGZip)
at System.IO.Compression.GZipStream..ctor(Stream stream, CompressionMode mode)
at ScintillaNET.Scintilla.GetModulePath()
at ScintillaNET.Scintilla.get_CreateParams()
at System.Windows.Forms.Control..ctor(Boolean autoInstallSyncContext)
at System.Windows.Forms.Control..ctor()
at ScintillaNET.Scintilla..ctor()
at CodeImp.DoomBuilder.Controls.ScriptEditorControl.InitializeComponent() in x:\Source\Core\Controls\ScriptEditorControl.Designer.cs:line 31
at CodeImp.DoomBuilder.Controls.ScriptEditorControl..ctor() in x:\Source\Core\Controls\ScriptEditorControl.cs:line 134
at CodeImp.DoomBuilder.Controls.ScriptDocumentTab..ctor(ScriptEditorPanel panel) in x:\Source\Core\Controls\ScriptDocumentTab.cs:line 96
at CodeImp.DoomBuilder.Controls.ScriptLumpDocumentTab..ctor(ScriptEditorPanel panel, String lumpname, ScriptConfiguration config) in x:\Source\Core\Controls\ScriptLumpDocumentTab.cs:line 54
at CodeImp.DoomBuilder.Controls.ScriptEditorPanel.Initialize() in x:\Source\Core\Controls\ScriptEditorPanel.cs:line 131
at CodeImp.DoomBuilder.Windows.ScriptEditorForm..ctor() in x:\Source\Core\Windows\ScriptEditorForm.cs:line 53
at CodeImp.DoomBuilder.MapManager.ShowScriptEditor() in x:\Source\Core\General\MapManager.cs:line 1667
at CodeImp.DoomBuilder.Actions.Action.Begin() in x:\Source\Core\Actions\Action.cs:line 252
at CodeImp.DoomBuilder.Actions.ActionManager.BeginActionByKey(Int32 key, Boolean repeated) in x:\Source\Core\Actions\ActionManager.cs:line 558
at CodeImp.DoomBuilder.Actions.ActionManager.KeyPressed(Int32 key) in x:\Source\Core\Actions\ActionManager.cs:line 497
at CodeImp.DoomBuilder.Windows.MainForm.MainForm_KeyDown(Object sender, KeyEventArgs e) in x:\Source\Core\Windows\MainForm.cs:line 1381
at CodeImp.DoomBuilder.Windows.MainForm.display_PreviewKeyDown(Object sender, PreviewKeyDownEventArgs e) in x:\Source\Core\Windows\MainForm.cs:line 1477
at System.Windows.Forms.Control.OnPreviewKeyDown(PreviewKeyDownEventArgs e)
at System.Windows.Forms.Control.PreProcessControlMessageInternal(Control target, Message& msg)
at System.Windows.Forms.Application.ThreadContext.PreTranslateMessage(MSG& msg)
At lest I think that is why this happens.
Once the icon is green, I get no more crashes.

Similarly, going into 3d Visual Mode everything is rendered green for a longish time before the proper textures show up.
  • Image
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ZZYZX
 
 
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Re: GZDoom Builder 2.3

Post by ZZYZX »

Updated to R2488, get two exceptions when opening script editor.
Full stack trace of the larger one: http://pastebin.com/nKVHa0rF

100% reproducible, no way to open script editor now.
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

ZZYZX wrote:Updated to R2488, get two exceptions when opening script editor.
Fixed.
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