GZDoom Builder 2.3

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ibm5155
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Re: GZDoom Builder 2.3

Post by ibm5155 »

Please, make an option to only create maps with the size 32767 and not 65535 (because 32767 is the maximun map size that everything will Works under zdoom, above that it'll break some decorate stuff, and if you're near to the 65k number, you'll break the render D:)
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

Open "Includes\Common.cfg", change "leftboundary", "rightboundary", "topboundary" and "bottomboundary" properties to whatever you wish.
Frits
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Re: GZDoom Builder 2.3

Post by Frits »

I keep crashing when i try to open a map: http://pastebin.com/iXz3UE4X
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Overwatch-C-17
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Re: GZDoom Builder 2.3

Post by Overwatch-C-17 »

Hi Max
I found what makes the Show Editable Vertices in Visual Mode button glitch.
You said before that the button didn't have any problem on your side. Why? Because you are in UDMF Map Conf.

When in Doom (Hexen Format) Map Conf. you will see the button there, but if the button clicked then the button will disappear. To make it appear again, try to change the editing mode, Linedefs Mode, Sector Mode, etc.

EDIT: This glitch still occurs on the latest revision of GZDB
Last edited by Overwatch-C-17 on Wed Feb 17, 2016 4:02 pm, edited 1 time in total.
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enderkevin13
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Re: GZDoom Builder 2.3

Post by enderkevin13 »

tfw maxed doesn't notice your suggestion even with the small amount of replies from yesterday. rip in kill suggestion
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

Frits wrote:I keep crashing when i try to open a map: http://pastebin.com/iXz3UE4X
Looks like something is wrong with DirectX 9 libraries on your system. Try reinstalling it.
Overwatch-C-17 wrote:I found what makes the Show Editable Vertices in Visual Mode button glitch.
Fixed.
enderkevin13 wrote:tfw maxed doesn't notice your suggestion even with the small amount of replies from yesterday.
Image
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enderkevin13
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Re: GZDoom Builder 2.3

Post by enderkevin13 »

MaxED wrote:
Frits wrote:I keep crashing when i try to open a map: http://pastebin.com/iXz3UE4X
Looks like something is wrong with DirectX 9 libraries on your system. Try reinstalling it.
Overwatch-C-17 wrote:I found what makes the Show Editable Vertices in Visual Mode button glitch.
Fixed.
enderkevin13 wrote:tfw maxed doesn't notice your suggestion even with the small amount of replies from yesterday.
Image
But you just did...
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Kappes Buur
 
 
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Graphics Processor: nVidia (Legacy GZDoom)
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Re: GZDoom Builder 2.3

Post by Kappes Buur »

MaxED, I'm not sure if you even want to tackle these suggestions, they are low priority.
Just in case you have nothing else to do :D .

1. I have not set up the configs for BOOM, but every time when I load a DOOM2 map for the first time, the Boom configuration is chosen.
It's a bit annoying. If that could be remedied somehow .... Of course, once a db file is generated this does not happen again.

2. Looking at the configurations, could a file be marked as being excluded or not? As in the case of gzdoom.pk3.
  • Image
While it is common practice to exclude this file, just looking at this panel gives no indication of its status.
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Graf Zahl
Lead GZDoom+Raze Developer
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Re: GZDoom Builder 2.3

Post by Graf Zahl »

ibm5155 wrote:Please, make an option to only create maps with the size 32767 and not 65535 (because 32767 is the maximun map size that everything will Works under zdoom, above that it'll break some decorate stuff, and if you're near to the 65k number, you'll break the render D:)

That makes no sense because you CAN do larger maps if you obey some rules. I have seen some non-interactive maps that go up to 50000 map units.
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hfc2x
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Re: GZDoom Builder 2.3

Post by hfc2x »

Hey Max, there's a bug regarding ACS libraries paths in the most recent builds and is a bit annoying. Whenever I try to compile scripts starting with this header, it gives me an error:

Code: Select all

#include "zcommon.acs"
#import "..\DoomEU.acs"
#import "..\EUGlobal.acs"
It gives this error:
Image

This is only present in the most recent builds, since I actually can compile them with no problems in an older build (GZDoom Builder v1.14.0.2304). I don't know when did it break, but this happens with literally any ACS library located in a different folder than the current map.
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

This happens because #import directives handling was recently changed. SCRIPTS lump is now treated as located at the root of any loaded map resource, so relative paths should be changed to reflect that.
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Hindsight2020
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Re: GZDoom Builder 2.3

Post by Hindsight2020 »

Just a quick kudos to MaxED

I've come back to Doom building after about six months and I must say, I love the changes to the Script Editor! It's making things tons easier and more efficient. Thanks for your work!
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enderkevin13
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Re: GZDoom Builder 2.3

Post by enderkevin13 »

Can you PLEASE make it where I can see decals in GZDB? I can't even work on my map because they're too much of a damn headache.
PWAD Pete
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Re: GZDoom Builder 2.3

Post by PWAD Pete »

Speling eror detekted!!!!!

Whenever it detects errors when launching GZDB, it says at the bottom "There were errors during program statup!".
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enderkevin13
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Re: GZDoom Builder 2.3

Post by enderkevin13 »

Seidolon wrote:Speling eror detekted!!!!!

Whenever it detects errors when launching GZDB, it says at the bottom "There were errors during program statup!".
ogm dontt judg hiz speling u fagit hes supr smart!111!11!!

I'm obviously just joking with you
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