GZDoom Builder 2.3

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Kappes Buur
 
 
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Re: GZDoom Builder 2.3

Post by Kappes Buur »

I just //$Categorize'd some actors in one of my pwads, and they do show up as such.
  • Image
So, it does work in GZDB (r2561)
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

Nirvana wrote:For some reason all of my custom monsters (which work perfectly in Doom Builder 2) refuse to appear in GZDoom Builder.
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.
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Nirvana
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Re: GZDoom Builder 2.3

Post by Nirvana »

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.
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Jaxxoon R
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Re: GZDoom Builder 2.3

Post by Jaxxoon R »

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.
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Kappes Buur
 
 
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Re: GZDoom Builder 2.3

Post by Kappes Buur »

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/
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

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.
Make sure "Replace unused textures" checkbox is checked in the Edit Linedefs window.
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enderkevin13
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Re: GZDoom Builder 2.3

Post by enderkevin13 »

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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|ndußtrial
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Re: GZDoom Builder 2.3

Post by |ndußtrial »

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.
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.
Blue Shadow
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Re: GZDoom Builder 2.3

Post by Blue Shadow »

[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. :?
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Jaxxoon R
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Re: GZDoom Builder 2.3

Post by Jaxxoon R »

MaxED wrote:Make sure "Replace unused textures" checkbox is checked in the Edit Linedefs window.
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.
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|ndußtrial
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Re: GZDoom Builder 2.3

Post by |ndußtrial »

Jaxxoon R wrote:
MaxED wrote:Make sure "Replace unused textures" checkbox is checked in the Edit Linedefs window.
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.
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 files
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

Blue Shadow wrote:I'm trying to disable all of these filter options, but I'm not getting anywhere
1. What videocard do you have?
2. Can you check if replacing Builder.exe with this one changes anything?
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.
Okay... Will renaming it to "Assign unused textures" reduce your confusion?..
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.
Blue Shadow
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Re: GZDoom Builder 2.3

Post by Blue Shadow »

MaxED wrote:1. What videocard do you have?
2. Can you check if replacing Builder.exe with this one changes anything?
It's an AMD Radeon HD 7600M Series card. And yes, with that executable, it works. I can disable the filters.
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Jaxxoon R
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Re: GZDoom Builder 2.3

Post by Jaxxoon R »

MaxED wrote: Okay... Will renaming it to "Assign unused textures" reduce your confusion?..
Nope. But this:
MaxED wrote: ...(e.g. they are always assigned)...
Bingo! "Always assign textures."
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

Uh-huh. And the opposite is supposed to be... "Never assign textures"? "Assign on big holidays only"?..
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