Fixed.StrikerMan780 wrote:It seems some high resolution textures are unselectable in visual modes. Seems to depend on it having alpha.
GZDoom Builder 2.3
Re: GZDoom Builder 2.3
Re: GZDoom Builder 2.3
When i'm searching thing types and i'm trying to replace them, when it doesn't find anything gzdb closes search window.
Re: GZDoom Builder 2.3
simc wrote:In Map Analysis tool the "Check Polyobjects" thing issues a false error if there's a single polyobject without mirroring counterpart.
Fixed.Numnzel wrote:When i'm searching thing types and i'm trying to replace them, when it doesn't find anything gzdb closes search window.
- StrikerMan780
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Re: GZDoom Builder 2.3
Awesome, thanks.MaxED wrote:Fixed.StrikerMan780 wrote:It seems some high resolution textures are unselectable in visual modes. Seems to depend on it having alpha.
Re: GZDoom Builder 2.3
I'm having an issue with the auto-updates.
The latest version I have is before update, "R2547"
The latest version I have is before update, "R2547"
Re: GZDoom Builder 2.3
How do I disable visual mode's texture filtering in the latest version?
Re: GZDoom Builder 2.3
Tools > Preferences > AppearanceBreezeep wrote:How do I disable visual mode's texture filtering in the latest version?
Uncheck "Bilinear filtering in visual mode"
- Kappes Buur
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Re: GZDoom Builder 2.3
A Feature Request
Could there be an extension to Ctrl+Shift+O (Open map in current wad ...) so that, with a similar key combination,
one could quickly step through all maps in a pwad, one by one, in the sense of a map preview?
Could there be an extension to Ctrl+Shift+O (Open map in current wad ...) so that, with a similar key combination,
one could quickly step through all maps in a pwad, one by one, in the sense of a map preview?
Re: GZDoom Builder 2.3
I had that unchecked already, I don't think it changes the texture filtering.zeero wrote:Tools > Preferences > AppearanceBreezeep wrote:How do I disable visual mode's texture filtering in the latest version?
Uncheck "Bilinear filtering in visual mode"
Re: GZDoom Builder 2.3
Can you be less specific?everennui wrote:I'm having an issue with the auto-updates.
It does on my side (or by texture filtering you mean something entirely different)...Breezeep wrote:I had that unchecked already, I don't think it changes the texture filtering.
- Caligari87
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Re: GZDoom Builder 2.3
Breezeep, perhaps your graphics card is applying its own texture filtering or something? That option should disable it completely from within GZDB.

Re: GZDoom Builder 2.3
I didn't think that was even possible. Sorry Max, I'm not a fan of this update. I'm gonna revert a few versions back until the texture filtering thing is sorted out.
Re: GZDoom Builder 2.3
For some reason all of my custom monsters (which work perfectly in Doom Builder 2) refuse to appear in GZDoom Builder. They all have DoomEd nums and are all categorised. Here is what they look like in Doom Builder 2 (the monsters themselves are listed under these categories):
In GZDoombuilder the "Decorate" heading doesn't even appear as an option (let alone my custom headings*,) despite the resource being added and absolutely nothing being different between the two different editors. I'm at a loss as to why none of these monsters are appearing in GZDoom Builder and I really want to use the new editor. Can anyone think why this might be happening? Are there any differences with how custom monsters are added in GZDB?
EDIT: Just to clarify, I am using Zdoom (Doom in Hexen Format), the resource has been tested in multiple load orders and I have tested having the file in the GZDoom directory and out of it. I made no config changes to Doombuilder 2 to get the custom monsters to appear originally and all of my monsters are in one DECORATE file.
EDIT 2: Edited for clarity.
Spoiler:Here is an example of a monster that appears in Doom Builder 2:
Code: Select all
ACTOR SSGZombie : Zombieman 9613
{
//$Category Zombies
Health 120
Radius 20
Height 56
Speed 9
PainChance 200
Damage 21
MONSTER In GZDoombuilder the "Decorate" heading doesn't even appear as an option (let alone my custom headings*,) despite the resource being added and absolutely nothing being different between the two different editors. I'm at a loss as to why none of these monsters are appearing in GZDoom Builder and I really want to use the new editor. Can anyone think why this might be happening? Are there any differences with how custom monsters are added in GZDB?
EDIT: Just to clarify, I am using Zdoom (Doom in Hexen Format), the resource has been tested in multiple load orders and I have tested having the file in the GZDoom directory and out of it. I made no config changes to Doombuilder 2 to get the custom monsters to appear originally and all of my monsters are in one DECORATE file.
EDIT 2: Edited for clarity.
Last edited by Nirvana on Sat Mar 26, 2016 10:29 am, edited 1 time in total.
- Kappes Buur
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Re: GZDoom Builder 2.3
Since this particular monster is Categorize'd as Zombie, it would appear under Zombie rather than Decorate.
Re: GZDoom Builder 2.3
Kappes Buur wrote:Since this particular monster is Categorize'd as Zombie, it would appear under Zombie rather than Decorate.
Not sure if you read my post, but it DOES appear under Zombies in Doom builder 2 (which it should, as that is how I want it to appear,) but it (and all of my other custom monsters) don't appear in GZDoom Builder at all; not even under the usual default Decorate heading.


