GZDoom Builder 2.3
- Kappes Buur
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- Graphics Processor: nVidia (Legacy GZDoom)
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Re: GZDoom Builder 2.3
I just //$Categorize'd some actors in one of my pwads, and they do show up as such.
Re: GZDoom Builder 2.3
Well, your DECORATE example works fine on my side, so I'll need something, which should work, but doesn't. Like a project (or a minimal subset of it), which displays the issue + the resource load order (screenshot or .dbs file) you are using.Nirvana wrote:For some reason all of my custom monsters (which work perfectly in Doom Builder 2) refuse to appear in GZDoom Builder.
Re: GZDoom Builder 2.3
Ok, I managed to fix it. I looked at the error logs in AppData and there was an error in GZDoom builder that wasn't present in Doom Builder 2 (I'm guessing the error checking is more thorough in GZDB,) so I fixed the problem and suddenly everything worked. I'm guessing it was stopping the resource from loading entirely. Thanks for testing my DECORATE etc. because it proved that the entire resource wasn't loading rather than some other small issue with syntax in DECORATE or something.
Re: GZDoom Builder 2.3
I'm making a Boom-format map, and for whatever reason it won't let me apply middle textures to double-sided lines. I can select the texture and hit "OK" but after that the texture doesn't actually appear on the lines and when I select it again the middle texture boxes are cleared.
- Kappes Buur
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- Posts: 4201
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
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Re: GZDoom Builder 2.3
Jaxxoon R wrote:I'm making a Boom-format map, ......
Spoiler:Just a thought, are you sure that your BOOM config file is not corrupted?
https://sourceforge.net/p/doombuilder/c ... gurations/
Re: GZDoom Builder 2.3
Make sure "Replace unused textures" checkbox is checked in the Edit Linedefs window.Jaxxoon R wrote:I'm making a Boom-format map, and for whatever reason it won't let me apply middle textures to double-sided lines.
- enderkevin13
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Re: GZDoom Builder 2.3
I wish there was a "add to base WAD" button, where you could right click a custom resource and it would make a prompt pop up asking you if you wanted to add for example, a belphegor to the base WAD file. It would also apply to textures and other stuff.
- |ndußtrial
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Re: GZDoom Builder 2.3
there are a lot of assumptions being made... i think the first thing to note would be that the only situations, where a base resource would not be an iwad, would be for total conversions, or standalone games.enderkevin13 wrote:I wish there was a "add to base WAD" button, where you could right click a custom resource and it would make a prompt pop up asking you if you wanted to add for example, a belphegor to the base WAD file. It would also apply to textures and other stuff.
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Blue Shadow
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Re: GZDoom Builder 2.3
[r2561]
I'm trying to disable all of these filter options, but I'm not getting anywhere. I have bilinear filtering off and both anisotropic and edge antialiasing filters set to "None". But all that to no avail.
I'm trying to disable all of these filter options, but I'm not getting anywhere. I have bilinear filtering off and both anisotropic and edge antialiasing filters set to "None". But all that to no avail.
Re: GZDoom Builder 2.3
What? I'm sorry but that's just extremely confusing wording. The way it is now sounds like it'll remove the textures if that's checked, when really the opposite is true.MaxED wrote:Make sure "Replace unused textures" checkbox is checked in the Edit Linedefs window.
- |ndußtrial
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Re: GZDoom Builder 2.3
i do agree, some wording is kind of off, and i'm 60% sure that max didn't write these configurations, so i don't know how to get changes in place, without somehow totally redistributing a modified collection of configuration filesJaxxoon R wrote:What? I'm sorry but that's just extremely confusing wording. The way it is now sounds like it'll remove the textures if that's checked, when really the opposite is true.MaxED wrote:Make sure "Replace unused textures" checkbox is checked in the Edit Linedefs window.
Re: GZDoom Builder 2.3
1. What videocard do you have?Blue Shadow wrote:I'm trying to disable all of these filter options, but I'm not getting anywhere
2. Can you check if replacing Builder.exe with this one changes anything?
Okay... Will renaming it to "Assign unused textures" reduce your confusion?..Jaxxoon R wrote:What? I'm sorry but that's just extremely confusing wording. The way it is now sounds like it'll remove the textures if that's checked, when really the opposite is true.
When this setting is enabled, assigning textures works the same way as before/in DB2 (e.g. they are always assigned).
When it's disabled, textures won't be assigned to upper/lower parts of single-sided linedefs and middle parts of double-sided linedefs, unless those already have a texture assigned.
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Blue Shadow
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Re: GZDoom Builder 2.3
It's an AMD Radeon HD 7600M Series card. And yes, with that executable, it works. I can disable the filters.MaxED wrote:1. What videocard do you have?
2. Can you check if replacing Builder.exe with this one changes anything?
Re: GZDoom Builder 2.3
Nope. But this:MaxED wrote: Okay... Will renaming it to "Assign unused textures" reduce your confusion?..
Bingo! "Always assign textures."MaxED wrote: ...(e.g. they are always assigned)...
Re: GZDoom Builder 2.3
Uh-huh. And the opposite is supposed to be... "Never assign textures"? "Assign on big holidays only"?..


