
GZDoom Builder 2.3
- StrikerMan780
- Posts: 486
- Joined: Tue Nov 29, 2005 2:15 pm
- Graphics Processor: nVidia with Vulkan support
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Re: GZDoom Builder 2.3
I seem to be getting these errors about High Res textures, even though I know for a fact these textures and flats exist.


Re: GZDoom Builder 2.3
I'll need an example of this...
- Overwatch-C-17
- Posts: 65
- Joined: Sun Jun 16, 2013 2:33 am
- Location: City 17
Re: GZDoom Builder 2.3
Hi Max
Ceiling Generic (Via line action not ACS) flags dropdown have 2 Highest Neighbor choices
Ceiling Generic (Via line action not ACS) flags dropdown have 2 Highest Neighbor choices
Re: GZDoom Builder 2.3
Last version has no description.
Spoiler:
Re: GZDoom Builder 2.3
printz wrote:* Many kinds of linedef specials, when you enter the dialog box to modify them, lose some data and revert to smaller numbers.
* You can't use the Generalized Sector dialog box to combine classic sector specials with other generalized fields.
Fixed.Overwatch-C-17 wrote:Ceiling Generic (Via line action not ACS) flags dropdown have 2 Highest Neighbor choices
Re: GZDoom Builder 2.3
I guess you've managed to perform an update check right when I was uploading the changelog for R2554...Numnzel wrote:Last version has no description.
- StrikerMan780
- Posts: 486
- Joined: Tue Nov 29, 2005 2:15 pm
- Graphics Processor: nVidia with Vulkan support
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Re: GZDoom Builder 2.3
Try pulling this: https://github.com/StrikerMan780/shadow ... urpose-modMaxED wrote:I'll need an example of this...
Open HQ.WAD in pk3_extras/maps/
Add the PK3 and PK3_Extras directories as resources in GZDoom Builder. You should get a bunch of load errors for the high res textures.
Also, another bug I noticed, the high res textures that DO load, have royally screwed texture scales.
Re: GZDoom Builder 2.3
Mostly fixed. Hopefully...
- TheBadHustlex
- Posts: 1914
- Joined: Thu Oct 03, 2013 12:50 am
- Location: 'stria
Re: GZDoom Builder 2.3
I need help. Which of those flags is AMBUSH...?
Spoiler:
Re: GZDoom Builder 2.3
I thought the "Deaf" issue had been fixed already, apparently not.
There is no Deaf flag. There is an ambush flag.
There is no Deaf flag. There is an ambush flag.
Re: GZDoom Builder 2.3
Should it be labeled as "Deaf AKA Ambush"? :P
Re: GZDoom Builder 2.3
Your game configurations (and probably the editor) are outdated. Try updating the editor.TheBadHustlex wrote:I need help. Which of those flags is AMBUSH...?
- StrikerMan780
- Posts: 486
- Joined: Tue Nov 29, 2005 2:15 pm
- Graphics Processor: nVidia with Vulkan support
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Re: GZDoom Builder 2.3
Yeah, seems fine for the most part, thanks.MaxED wrote:Mostly fixed. Hopefully...
There's one other thing I found though. It seems some high resolution textures are unselectable in visual modes. Like so:
Spoiler:Seems to depend on it having alpha.
Re: GZDoom Builder 2.3
In Map Analysis tool the "Check Polyobjects" thing issues a false error if there's a single polyobject without mirroring counterpart.
1 - Polyobj Start Line, Polyobj Number: NN, Mirror Polyobj Number: 0, Sound Number: NN
It'll gives:
> Incorrect Polyobject setup for linedef NNNN: "Polyobj_Startline" action have non-existing Mirror Polyobject Number assigned (0). It won't function correctly ingame.
But using 0 in such cases should be fine?
1 - Polyobj Start Line, Polyobj Number: NN, Mirror Polyobj Number: 0, Sound Number: NN
It'll gives:
> Incorrect Polyobject setup for linedef NNNN: "Polyobj_Startline" action have non-existing Mirror Polyobject Number assigned (0). It won't function correctly ingame.
But using 0 in such cases should be fine?
Re: GZDoom Builder 2.3
Ugh... It should, but Polyobj Number 0 is also a valid Polyobj Number...