GZDoom Builder 2.3

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XCVG
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Re: GZDoom Builder 2.3

Post by XCVG »

R2526: When ACC fails, GZDoom Builder now throws an exception instead of handling the failure gracefully. It did not do this in R2496; I don't know when this was introduced.
Spoiler:
Also, was there a change to how ACC is invoked and how libraries are handled? I swear putting the ACS files in the compiler folder used to work, but now ACC can't find them.
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Major Cooke
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Re: GZDoom Builder 2.3

Post by Major Cooke »

Question, is there a way to convert from units to meters? Or can you tell me how many units there are in a meter? As in map measurement.
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NeuralStunner
 
 
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Re: GZDoom Builder 2.3

Post by NeuralStunner »

For Doom, you can say 30 units to 1 meter. Doomguy is 56 units tall, which comes out to 1.8666 meters or about 73.5 inches. Around 6'1" sounds acceptable, yes?

Hexen uses a different player scale (64u), so I settled on 35 units (a number we should be familiar with) to 1 meter. 64 / 35 = 1.8286, which converts to almost exactly 6 feet.

If I'm setting the scale for a new project, I prefer something a little nicer like 32u = 1m. This makes the map grid a nice 2mx2m.

Could be nice if GZDB supported custom measurement scales (meters/feet) but it seems a bit niche. (I could be wrong.)
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Kappes Buur
 
 
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Re: GZDoom Builder 2.3

Post by Kappes Buur »

Major Cooke wrote:Question, is there a way to convert from units to meters? Or can you tell me how many units there are in a meter? As in map measurement.
Also https://www.doomworld.com/idgames/docs/editing/metrics
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

XCVG wrote:R2526: When ACC fails, GZDoom Builder now throws an exception instead of handling the failure gracefully.
Can you provide an example ACC code, which triggers this?
XCVG wrote:I swear putting the ACS files in the compiler folder used to work, but now ACC can't find them.
Is there a particular reason to put them there?
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XCVG
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Re: GZDoom Builder 2.3

Post by XCVG »

MaxED wrote:
XCVG wrote:R2526: When ACC fails, GZDoom Builder now throws an exception instead of handling the failure gracefully.
Can you provide an example ACC code, which triggers this?
XCVG wrote:I swear putting the ACS files in the compiler folder used to work, but now ACC can't find them.
Is there a particular reason to put them there?
The only thing I know of that triggers it is failing to find an #include'ed ACS file. #import "NOPE.acs" where NOPE.acs does not exist or the compiler can't find it causes the exception. Normal ACS errors do not seem to cause it after some further testing.

This was always where I put them for ACC to find them; there's little documentation on where to put libraries so I assumed "beside the compiler" and it seemed to work. I was reading through this thread and apparently ACC looks next to the script lump now? In any case, it works with absolute paths, which is strange to me (all frameworks and managed code for me) but I guess it does kind of make sense.
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

XCVG wrote:R2526: When ACC fails, GZDoom Builder now throws an exception instead of handling the failure gracefully.
Fixed.
XCVG wrote:I was reading through this thread and apparently ACC looks next to the script lump now?
1. You can place your ACS code into a text lump inside any WAD resource included in your map and then use

Code: Select all

#include "[YOUR SCRIPT LUMP NAME]"  
in the map's SCRITPS lump.

2. You can place your .acs file inside any folder in any Directory resources included in your map and then use

Code: Select all

#include "[your acs file path relative to resource's root]"     
in the map's SCRITPS lump.

For example, if "c:\Test" is added as a Directory resource to your map and "c:\Test\acc\myscript.acs" is the ACS file you want to include, you can use

Code: Select all

#include "acc/myscript.acs"     
in the map's SCRITPS lump.
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DavidN
 
 
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Re: GZDoom Builder 2.3

Post by DavidN »

A little bit of an issue with the int range check for Thing type in the thing edit window - if you're editing multiple different types of Things at once (say, to add the Ambush flag to them) you can't confirm the changes because the type box is blank. (I noticed this because I accidentally flagged a pile of monsters as "secret" earlier and was trying to clear them.)
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

Fixed.
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DavidN
 
 
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Re: GZDoom Builder 2.3

Post by DavidN »

Thanks for a superfast reaction - works great now!
rileymartins
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Re: GZDoom Builder 2.3

Post by rileymartins »

Teleport destination angles not being honored.

http://i.imgur.com/LI1xUSu.png

Should be looking at a shotgun. Instead I'm looking at a wall.
Gez
 
 
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Re: GZDoom Builder 2.3

Post by Gez »

I don't think it's an issue with GZDB itself...
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ZZYZX
 
 
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Re: GZDoom Builder 2.3

Post by ZZYZX »

NeuralStunner wrote:For Doom, you can say 30 units to 1 meter. Doomguy is 56 units tall, which comes out to 1.8666 meters or about 73.5 inches. Around 6'1" sounds acceptable, yes?
This assumes the 128px wall is 4 meters tall, while in reality it's like 2.5, based on player eye height. ZDoom has very broken geometry vs sprites proportions.
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NeuralStunner
 
 
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Re: GZDoom Builder 2.3

Post by NeuralStunner »

ZZYZX wrote:This assumes the 128px wall is 4 meters tall, while in reality it's like 2.5, based on player eye height. ZDoom has very broken geometry vs sprites proportions.
I'm referencing the player actor, not the sprite. (Revenants are only 56 units tall, too. :P ) I'm not sure how the even lower view height (~41 units) would make the units-per-meter go up. That'd about 22 units per meter vs 30, making most corridors almost 6m tall.

I presume if he's worried about actual metric scale, he's gonig to be sizing rooms to follow.
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Numnzel
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Re: GZDoom Builder 2.3

Post by Numnzel »

Hi, seems that the new Sector damage feature doesn't work.
Spoiler:
Tried with Slime, Poison and Electric damage types to check, but there is no damage at all.
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