GZDoom Builder 2.3

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StrikerMan780
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Re: GZDoom Builder 2.3

Post by StrikerMan780 »

I seem to be getting these errors about High Res textures, even though I know for a fact these textures and flats exist.
Image
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

I'll need an example of this...
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Overwatch-C-17
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Re: GZDoom Builder 2.3

Post by Overwatch-C-17 »

Hi Max
Ceiling Generic (Via line action not ACS) flags dropdown have 2 Highest Neighbor choices
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Numnzel
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Re: GZDoom Builder 2.3

Post by Numnzel »

Last version has no description.
Spoiler:
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

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.
Overwatch-C-17 wrote:Ceiling Generic (Via line action not ACS) flags dropdown have 2 Highest Neighbor choices
Fixed.
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

Numnzel wrote:Last version has no description.
I guess you've managed to perform an update check right when I was uploading the changelog for R2554...
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StrikerMan780
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Re: GZDoom Builder 2.3

Post by StrikerMan780 »

MaxED wrote:I'll need an example of this...
Try pulling this: https://github.com/StrikerMan780/shadow ... urpose-mod

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.
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

Mostly fixed. Hopefully...
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TheBadHustlex
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Re: GZDoom Builder 2.3

Post by TheBadHustlex »

I need help. Which of those flags is AMBUSH...?
Spoiler:
Gez
 
 
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Re: GZDoom Builder 2.3

Post by Gez »

I thought the "Deaf" issue had been fixed already, apparently not.

There is no Deaf flag. There is an ambush flag.
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Nash
 
 
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Re: GZDoom Builder 2.3

Post by Nash »

Should it be labeled as "Deaf AKA Ambush"? :P
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

TheBadHustlex wrote:I need help. Which of those flags is AMBUSH...?
Your game configurations (and probably the editor) are outdated. Try updating the editor.
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StrikerMan780
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Re: GZDoom Builder 2.3

Post by StrikerMan780 »

MaxED wrote:Mostly fixed. Hopefully...
Yeah, seems fine for the most part, thanks.

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.
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simc
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Re: GZDoom Builder 2.3

Post by simc »

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?
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

Ugh... It should, but Polyobj Number 0 is also a valid Polyobj Number...
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