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.
GZDoom Builder 2.3
Re: GZDoom Builder 2.3
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.
- Major Cooke
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Re: GZDoom Builder 2.3
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.
- NeuralStunner
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Re: GZDoom Builder 2.3
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.)
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.)
- Kappes Buur
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Re: GZDoom Builder 2.3
Also https://www.doomworld.com/idgames/docs/editing/metricsMajor 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.
Re: GZDoom Builder 2.3
Can you provide an example ACC code, which triggers this?XCVG wrote:R2526: When ACC fails, GZDoom Builder now throws an exception instead of handling the failure gracefully.
Is there a particular reason to put them there?XCVG wrote:I swear putting the ACS files in the compiler folder used to work, but now ACC can't find them.
Re: GZDoom Builder 2.3
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.MaxED wrote:Can you provide an example ACC code, which triggers this?XCVG wrote:R2526: When ACC fails, GZDoom Builder now throws an exception instead of handling the failure gracefully.
Is there a particular reason to put them there?XCVG wrote:I swear putting the ACS files in the compiler folder used to work, but now ACC can't find them.
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.
Re: GZDoom Builder 2.3
Fixed.XCVG wrote:R2526: When ACC fails, GZDoom Builder now throws an exception instead of handling the failure gracefully.
1. You can place your ACS code into a text lump inside any WAD resource included in your map and then useXCVG wrote:I was reading through this thread and apparently ACC looks next to the script lump now?
Code: Select all
#include "[YOUR SCRIPT LUMP NAME]"
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]"
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"
Re: GZDoom Builder 2.3
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.)
Re: GZDoom Builder 2.3
Thanks for a superfast reaction - works great now!
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Re: GZDoom Builder 2.3
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.
http://i.imgur.com/LI1xUSu.png
Should be looking at a shotgun. Instead I'm looking at a wall.
Re: GZDoom Builder 2.3
I don't think it's an issue with GZDB itself...
Re: GZDoom Builder 2.3
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.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?
- NeuralStunner
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Re: GZDoom Builder 2.3
I'm referencing the player actor, not the sprite. (Revenants are only 56 units tall, too.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 presume if he's worried about actual metric scale, he's gonig to be sizing rooms to follow.
Re: GZDoom Builder 2.3
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.