GZDoom Builder 2.3

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camaxide
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Re: GZDoom Builder 2.3

Post by camaxide »

When mentioned, ability to toggle between two contrasting grid-colors would be nice (for instance just have a toogle inverted grid-color) which would then always be inverted of the color you have chosen in the appearance menu.
Some textures hides the grid completely, and chosing a different color in the appearance menu will make some other textures blend - and turning off the texture is quick with view-mode but its important to see the texture for many different tasks when applying geometry. So a 'toggle inverted grid-colors' would be quite nice
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simpletonnn
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Re: GZDoom Builder 2.3

Post by simpletonnn »

help middle textures aren't working right

whenever i try to make one on a line it just either only shows on one side or just isnt there
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Kappes Buur
 
 
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Re: GZDoom Builder 2.3

Post by Kappes Buur »

simpletonnn wrote:help middle textures aren't working right

whenever i try to make one on a line it just either only shows on one side or just isnt there
I have the same problem, outlined here, but with lower textures.

If you want to attach a texture to both sidedefs of a doublesided linedef you can use this workaround:
  • attach the texture to the back sidedef
    then flip the linedef which affixes the texture to the front sidedef
    then attach the texture to the back sidedef again
That worked well for this doorway with vines

Image
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simpletonnn
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Re: GZDoom Builder 2.3

Post by simpletonnn »

Kappes Buur wrote:
simpletonnn wrote:help middle textures aren't working right

whenever i try to make one on a line it just either only shows on one side or just isnt there
  • attach the texture to the back sidedef
    then flip the linedef which affixes the texture to the front sidedef
    then attach the texture to the back sidedef again
alright i will try that, thanks

edit: it worked, awesome thanks
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Kappes Buur
 
 
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Re: GZDoom Builder 2.3

Post by Kappes Buur »

MaxED wrote:
camaxide wrote:Is there a way to turn off the new feature where pressing the shortcut for a mode multiple times change the view-mode?
Actually, I'm thinking about removing this behaviour. It seemed cool in theory, but turned to be quite annoying in practice. Does anyone find this behaviour useful?
Yes, please do remove it, it is very annoying by constantly getting in the way of editing.
For the time being I had to revert to r2640.
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arookas
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Re: GZDoom Builder 2.3

Post by arookas »

MaxED wrote:Does anyone find this behaviour useful?
I can see it being better if it were made its own key (I can't seem to find an action for it in the controls dialog) so one could cycle through them without having to go through the menu.
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camaxide
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Re: GZDoom Builder 2.3

Post by camaxide »

Arookas wrote:
MaxED wrote:Does anyone find this behaviour useful?
I can see it being better if it were made its own key (I can't seem to find an action for it in the controls dialog) so one could cycle through them without having to go through the menu.
Agreed, that would be quite handy - a button to cycle viewmode that can be bound to any button disconnected from edit-mode
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NeuralStunner
 
 
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Re: GZDoom Builder 2.3

Post by NeuralStunner »

Arookas wrote:I can see it being better if it were made its own key (I can't seem to find an action for it in the controls dialog) so one could cycle through them without having to go through the menu.
Yes, the current behavior has been giving me grief for some time now. ( I tend to forget what edit mode I was in when finishing a map test or leaving view mode.)
Catastrophe
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Re: GZDoom Builder 2.3

Post by Catastrophe »

Hey whenever I test my map using the play button and press "L" for line mode, it keeps turning off ceiling/floor textures on the 2d grid. Anyway to stop that or is it a bug?
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NeuralStunner
 
 
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Re: GZDoom Builder 2.3

Post by NeuralStunner »

Pressing the key for a mode you're already in cycles the view (wireframe/light/floor/ceiling). I think MaxED is going to make this optional soon.

I have a request: A list of in-use unknown textures for the texture browser, so one can do search-and-replace on them more easily.
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Tormentor667
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Re: GZDoom Builder 2.3

Post by Tormentor667 »

Removed: activating the same 2D mode repeatedly no longer toggles View modes.
Noooooo, this was so useful!!!!

Can this be added optionally back in? I already got used to it :)
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Kappes Buur
 
 
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Re: GZDoom Builder 2.3

Post by Kappes Buur »

Tormentor667 wrote:Can this be added optionally back in? I already got used to it :)
MaxED made it optional.
Download r2643.
Assign keys to View Next and View Previous.
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Tormentor667
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Re: GZDoom Builder 2.3

Post by Tormentor667 »

But I can't assign it to the same key just as it has been before
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Kappes Buur
 
 
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Re: GZDoom Builder 2.3

Post by Kappes Buur »

Tormentor667 wrote:But I can't assign it to the same key just as it has been before
No, not the same key as the mode itself. And I say "Thank God", as for me it was a hinderance.

I for one would have been glad to have seen it removed alltogether. But the majority of those who responded, and that was a minority of those using GZDB, wanted it optional. If more people had responded, the result could have been different. But there you have it.

The original implementation allowed you to only select View Next by pressing the key of the mode you were in, but now there is an extension so you can View Previous.

[edit]
MaxED just released r2644
Now, same mode key can also be enabled to cycle wireframe, floor, ceiling, wireframe, ......
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Batandy
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Re: GZDoom Builder 2.3

Post by Batandy »

One thing i've noticed: after a recent update the editor displays inherited monsters differently:
Image

This is CacodemonNew, an actor that inherits and replaces stock Cacodemon and only has the death state defined, before, the editor showed the spawn sprite of the original actor, now it shows the only state available from the replacement actor, it's not important but it's annoying from a visual standpoint. Can it be changed/reverted?
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