GZDoom Builder 2.3

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blood
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Re: GZDoom Builder 2.3

Post by blood »

blood wrote:Could it possible to make an Actor keeping the same Arguments after changing his classes, this is very annoying when you use custom arguments like with Invasion Spots.

My only solution was to give them the AutoSave function, they wouldn't do it, but at least I wouldn't have to put all the Arguments each time I'm changing actor class.
If I've missed something I would like to know, because this is kinda annoying to be ignored and I'm not alone with that problem.
arkore
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Re: GZDoom Builder 2.3

Post by arkore »

blood wrote:
blood wrote:Could it possible to make an Actor keeping the same Arguments after changing his classes, this is very annoying when you use custom arguments like with Invasion Spots.

My only solution was to give them the AutoSave function, they wouldn't do it, but at least I wouldn't have to put all the Arguments each time I'm changing actor class.
If I've missed something I would like to know, because this is kinda annoying to be ignored and I'm not alone with that problem.
Blood and I do similar work, and this is what he is talking about:


Image

The arguments' values get reset when changing a Thing (in GZDB) from one monster to a different monster, even though both monsters inherit from a class that have the same argument parameter schema.

So, what blood is doing is changing the "Action" to 15 (which is "Autosave"), and memorizes what the arguments/paramters are and puts in the values.

Here is a simple test wad of this invasion setup. Notice the simple DECORATE and CMPGNINF lumps in the wad, for making invasion.

---

On a side note, I'd like to request that Visual Mode can display the "//$Sprite xxxx" sprite for spot actors (w/ no Spawn state) (e.g. T2DoubleChaingunnerSpot). Currently, the sprite displays only when I hover my mouse over it while in Visual mode.

Map format: Zandronum (UDMF).

---

Also, after updating GZDB to R2516 today, I can no longer open my outdated CDM12.wad map (with resources DOOM2.wad, zandronum.pk3, GZDoom/lights.pk3, skulltag_content2.1a.pk3, complex-doom.v26a2.pk3, lca-v1.5.2.pk3, complex-doom-invasion_0.9.wad, sprites.wad). GZDB just hangs, and says "(Not Responding)" in title bar. The status bar starts off by saying "Opening map" with a red square icon, then changes to green square icon saying "Nothing selected", and it just hangs.

Not a big deal, since I know there are ton of errors with these resources. But, just saying, it used to load fine before, and then I could then perhaps navigate GZDB error log to see errors/notices if I wanted to.

If I try to open it with excluding resources "skulltag_content2.1.pk3, complex-doom.v26a2.pk3, lca-v1.5.2.pk3, complex-doom-invasion_0.9.wad, sprites.wad", it works.
If I try to open it with excluding only "skulltag_content2.1.pk3", it hangs.
If I try to open it with excluding only "skulltag_content2.1.pk3, complex-doom.v26a2.pk3", it works.
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

arkore wrote:The arguments' values get reset when changing a Thing (in GZDB) from one monster to a different monster, even though both monsters inherit from a class that have the same argument parameter schema.
Changed: arguments are no longer reset to default values when changing action/thing type when old and new argument types and names are the same.
arkore wrote:On a side note, I'd like to request that Visual Mode can display the "//$Sprite xxxx" sprite for spot actors (w/ no Spawn state) (e.g. T2DoubleChaingunnerSpot). Currently, the sprite displays only when I hover my mouse over it while in Visual mode.
BaseMonsterInvasionSpot actor, from which T2DoubleChaingunnerSpot is inherited, happens to have RenderStyle set to "None", and Visual mode respects that. To make your actor visible, you'll need to update GZDB and add the new "//$IgnoreRenderstyle" special comment to it's definition.
arkore wrote:Also, after updating GZDB to R2516 today, I can no longer open my outdated CDM12.wad map.
I've made a new map using "Zandronum: Doom 2 (UDMF)" config with all the resources you've listed, and it loaded in ~20 seconds, so I guess I'll also need your map.
arkore
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Re: GZDoom Builder 2.3

Post by arkore »

Thank you.

Here is the outdated CDM12.wad.
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NeuralStunner
 
 
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Re: GZDoom Builder 2.3

Post by NeuralStunner »

Trivial feature suggestion: Detecting common IWads, and being able to set their default configuration. I had to manually make DBSs for several of my IWads directory, so Heretic (for example) wouldn't keep coming up "Doom_DoomDoom". Shut up, Gir.

Incidentally, does GZDB prevent the saving of IWads? If there's detection already, it could help.
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

arkore wrote:Here is the outdated CDM12.wad.
Your map also loads fine on my side...
NeuralStunner wrote:Trivial feature suggestion: Detecting common IWads, and being able to set their default configuration. I had to manually make DBSs for several of my IWads directory, so Heretic (for example) wouldn't keep coming up "Doom_DoomDoom".
Protip: if you save the map right after opening it (or when the map was not changed since the last save), GZDB will only create/update the .dbs file, not the map wad itself.
NeuralStunner wrote:Incidentally, does GZDB prevent the saving of IWads? If there's detection already, it could help.
It doesn't, but they will be saved as PWads.
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Marinelol
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Re: GZDoom Builder 2.3

Post by Marinelol »

Deleting actors while in Visual Mode seems like a guaranteed crash, at least on AMD gpu -can't test on an nvidia aatm.
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NeuralStunner
 
 
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Re: GZDoom Builder 2.3

Post by NeuralStunner »

MaxED wrote:Protip: if you save the map right after opening it (or when the map was not changed since the last save), GZDB will only create/update the .dbs file, not the map wad itself.
Now that's handy. :)
MaxED wrote:It doesn't, but they will be saved as PWads.
What I meant was whether it would save over an IWad. (Mine are all set read-only, but I'm not sure if that helps with the backup & save system in use.)
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

Marinelol wrote:Deleting actors while in Visual Mode seems like a guaranteed crash, at least on AMD gpu -can't test on an nvidia aatm.
Doesn't happen on my side, so I'll have to ask the obligatory questions:
1. Can you provide the crash log?
2. Does this happen in any game configuration, and if not, which one was used?
3. Does this happen in any map format, and if not, which one was used?
4. Does this happen in any map, and if not, can you provide it for testing?
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

NeuralStunner wrote:What I meant was whether it would save over an IWad.
It would.
NeuralStunner wrote:(Mine are all set read-only, but I'm not sure if that helps with the backup & save system in use.)
That helps. Sort of. The editor will refuse to save a read-only file (and then it will crash).
EDIT: Oh! And it will also remove the map form the target file while crashing (DB2 will do that as well btw).
EDIT2: Fixed.
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Batandy
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Re: GZDoom Builder 2.3

Post by Batandy »

Getting an error while trying to run the map
Image
if i press yes it says
Image
(The line on the bottom means "Impossible to find the specified file)

I have the latest version
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the_trigger
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Re: GZDoom Builder 2.3

Post by the_trigger »

Yeah, I updated to the r2520 that apparently fixes this bug and it still happens. Any time I try to test a map, I get the error.
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

Image

Fixed...
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Marinelol
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Re: GZDoom Builder 2.3

Post by Marinelol »

It is in UMDF format. Doom2 is the only resource used. I tried it on several maps of various sizes and it still happened. Actually it happened when I tried to undo the delete from within visual mode, Not deleting the actors itself. It doesn't seem to happen when I delete and undo one actor but when I delete a lot of stuff then undo it sometimes happens.
GZCrash.txt
(11.55 KiB) Downloaded 20 times
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the_trigger
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Re: GZDoom Builder 2.3

Post by the_trigger »

MaxED wrote:Image

Fixed...
Thank you for the fix. It works fine now :)
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