GZDoom Builder 2.3

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AFADoomer
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Re: GZDoom Builder 2.3

Post by AFADoomer »

Nash wrote:^ has nothing to do with GZDB; my pipeline involves using an external command line tool to compile scripts and insert them into the WAD, which means that I completely don't even use GZDB's built in script editor (I use Notepad++ to edit my map scripts)... (G)ZDoom complains the same error for me if I don't add at least one empty script.
This happening seems to be relatively new... It happens now in the Wolf3D TC. They have empty BEHAVIOR lumps (24B -> "ACS" as contents IIRC) and never had a warning before...

Of course by relatively, I mean in the last couple of years... but... I'd agree it's probably not GZDB.
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Nash
 
 
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Re: GZDoom Builder 2.3

Post by Nash »

MaxEd: I'm not sure how to explain this but hopefully you can understand without pictures or a map demo... but in the Slopes sector properties tab, can you add an option to auto-adjust the height offsets? This would be useful eg let's say I'm making a sloped 3D sector (like a sloped roof for example),,, now of course depending on where the model sector is placed, it would radically affect how the slope is positioned, but I was wondering if it could be made easier so that when you adjust the slope's angle, the height offset is somehow auto calculated so that the structure will always remain relatively in place, instead of disappearing waaay into the ground or high up above into the sky... hope this make sense!

EDIT: Alternatively, can you suggest what is a more sane workflow if for example I want to make a prefab of a somewhat-complex house that uses 3D floors for its roof, ceiling etc... I will re-use this same house a few times, but with different positions, facing angles and height... what's the best way to do this efficiently and without losing my mind... :D
Blue Shadow
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Re: GZDoom Builder 2.3

Post by Blue Shadow »

The invalid ACS module thingy was introduced here.
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MartinHowe
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Re: GZDoom Builder 2.3

Post by MartinHowe »

This has been reported before but I don't know how it was resolved:

Code: Select all

Patch "SW18_7", index 2357 is double defined in resource "F:\Documents\Current\Games\Standard\IdGames\IWADs\doom2\doom2.wad".
This is a known problem in some original official IWADs; is there any way to have GZDB not report known errors in genuine IWADs from id Software? It's distracting as it keeps flashing in the bottom right corner of the screen and serves no purpose.
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TheBadHustlex
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Re: GZDoom Builder 2.3

Post by TheBadHustlex »

Edit: Solved.
Last edited by TheBadHustlex on Sun Mar 13, 2016 6:59 am, edited 1 time in total.
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ZZYZX
 
 
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Re: GZDoom Builder 2.3

Post by ZZYZX »

Bug: GZDB's dynlights leak through one-sided walls. GZDoom's don't. Minimal example is making two disconnected rooms one next to another and put a large dynlight in one of them.
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Kappes Buur
 
 
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Re: GZDoom Builder 2.3

Post by Kappes Buur »

ZZYZX wrote:Bug: GZDB's dynlights leak through one-sided walls. GZDoom's don't. Minimal example is making two disconnected rooms one next to another and put a large dynlight in one of them.
Dynamic lights not clipping at walls is not a bug but a known engine limitation, which does happen in both GZDoom and GZDoom Builder.
Spoiler:
Spoiler:
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Numnzel
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Re: GZDoom Builder 2.3

Post by Numnzel »

The tag explorer tells me that tag nº 99 is not being used, but it does not detect it because I've several tags on that sector and the tag 99 is the third of them.
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ZZYZX
 
 
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Re: GZDoom Builder 2.3

Post by ZZYZX »

Well in my particular case it only happens in GZDB.

GZDoom http://i.imgur.com/EywFgtt.png
GZDB http://imgur.com/a/xwl1y

Apparently when light's radius is within the wall's size GZDoom actually does clip it.
I also got some weird STARTAN texture bug but idk probably it's me. GZDB been running for few days.
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

Sorry, can't fix this without implementing the whole (G)ZDoom's visibility culling system, which seems a BIT too much work to me.

Instead, I've made some other changes:
Added, Draw Ellipse mode: angle setting can now be changed using "Rotate Clockwise" and "Rotate Counterclockwise" actions.
Added, Draw Line and Draw Curve modes: added "Auto-finish drawing" setting. When enabled, the modes will automatically finish drawing when currently drawn lines and already existing level geometry form a closed shape.
Changed: sector-wise linedef flipping is now done using the new "Align Linedefs" action. "Flip Linedefs" action works the same as in DB2 again.
Changed: when a map was already loaded, using "Open Map" action will use that map's directory as the starting directory.
Changed: official IWADs can no longer be saved.
Changed: disabled lump ranges/duplicate entries checks for official IWADs.
Changed: wad type is now preserved when saving a map (previously all wads were saved as PWADs).
Changed: moved Updater.exe launch much closer to the editor termination point to avoid any chance of it closing the editor before it properly closes itself.
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Nash
 
 
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Re: GZDoom Builder 2.3

Post by Nash »

Max senpai halp plx :3
Nash wrote:MaxEd: I'm not sure how to explain this but hopefully you can understand without pictures or a map demo... but in the Slopes sector properties tab, can you add an option to auto-adjust the height offsets? This would be useful eg let's say I'm making a sloped 3D sector (like a sloped roof for example),,, now of course depending on where the model sector is placed, it would radically affect how the slope is positioned, but I was wondering if it could be made easier so that when you adjust the slope's angle, the height offset is somehow auto calculated so that the structure will always remain relatively in place, instead of disappearing waaay into the ground or high up above into the sky... hope this make sense!

EDIT: Alternatively, can you suggest what is a more sane workflow if for example I want to make a prefab of a somewhat-complex house that uses 3D floors for its roof, ceiling etc... I will re-use this same house a few times, but with different positions, facing angles and height... what's the best way to do this efficiently and without losing my mind... :D
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

You'll have to
Image
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Nash
 
 
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Re: GZDoom Builder 2.3

Post by Nash »

Nooo D:

But seriously though, at least the first paragraph... auto adjusting the height offsets when sloping a 3D floor in 3D view... so that the construct stays in place instead of sinking or flying into the sky... that's not possible?
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Sandro
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Re: GZDoom Builder 2.3

Post by Sandro »

MaxED wrote:Changed: sector-wise linedef flipping is now done using the new "Align Linedefs" action. "Flip Linedefs" action works the same as in DB2 again.
Thank you MaxED, your work is, as always, very much appreciated !!! :)

Oh, by the way, what's your thoughts about the request I made couple days ago ?
Spoiler:
Edit: Why not adding this to both Find and Replace Mode and Map Analysis Mode? (Let's say I want to switch from a given texture for all the upper sidedefs of a given sector, to another texture: change could be made instantly instead of wasting time select all sidedefs wanted in visual mode...)
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prepper
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Re: GZDoom Builder 2.3

Post by prepper »

Hi again, I have some problems using sensitive names i'm adding a link with an example. See spoiler

Code: Select all

//ERROR#! loading decorate
#Include "code/DEC_SFX.txt"
#Include "code/DEC_ITEMS.txt" 
#Include "code/DEC_DECO.txt" 

/*ERROR FIXED only changing sensitive names
#Include "code/DEC_SFX2.txt"
#Include "code/DEC_ITEMS2.txt" 
#Include "code/DEC_DECO2.txt" 
*/
Spoiler:
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