GZDoom Builder 2.3
Re: GZDoom Builder 2.3
Is it possible for the "Custom Ambient Sound" things to have a sound radius as well? Awesome feature, but it'd be nice if I could see the radii of my Custom Ambient Sound things, too.
Re: GZDoom Builder 2.3
DECORATE parser aborts because of this error. Looks like you have several actors named "AN_ShiivaEstatua" in your DECORATE code. You'll have to fix it. If you are absolutely positive that this is not the case, I'll need to see DECORATE code of your project.Pedro vc wrote:DECORATE error in "LR\QWERTY.txt", line 1293. Actor "AN_ShiivaEstatua" is double-defined.
Other DECORATE warnings can be fixed by adding (g)zdoom.pk3 as a resource and checking "Exclude this resource from testing parameters" option.
Re: GZDoom Builder 2.3
Yes.Gutawer wrote:Is it possible for the "Custom Ambient Sound" things to have a sound radius as well?
Re: GZDoom Builder 2.3
Fixing all DECORATE double definitions solved the problem. Thank you by your fast answer.
GZDoom Builder 2.3
Suddenly GZDB won't load any ressources. When anything is loaded is it because it's an overflow of errors ?
The Errors & Warnings Box show me these things!
The Errors & Warnings Box show me these things!
Spoiler:
Re: GZDoom Builder 2.3
Can't say anything specific without looking at those resources first...
GZDoom Builder 2.3
All works fine and sudenly the editor won't load anything... it's strange! I search what is the cause but I can't find!
Re: GZDoom Builder 2.3
Latest devbuild when trying to change a sector tag I get this error:
***********SYSTEM INFO***********
OS: Microsoft Windows 8.1 Pro
GPU: NVIDIA GeForce GTX 960
GZDB: R2717
********EXCEPTION DETAILS********
Specified cast is not valid.
at CodeImp.DoomBuilder.Map.UniValue.ReadWrite(IReadWriteStream s) in x:\Source\Core\Map\UniValue.cs:line 144
at CodeImp.DoomBuilder.Map.MapElement.ReadWrite(IReadWriteStream s) in x:\Source\Core\Map\MapElement.cs:line 117
at CodeImp.DoomBuilder.Map.Sector.ReadWrite(IReadWriteStream s) in x:\Source\Core\Map\Sector.cs:line 229
at CodeImp.DoomBuilder.Editing.UndoManager.RecPrpSector(Sector s) in x:\Source\Core\Editing\UndoManager.cs:line 1253
at CodeImp.DoomBuilder.Map.Sector.BeforePropsChange() in x:\Source\Core\Map\Sector.cs:line 216
at CodeImp.DoomBuilder.Windows.SectorEditFormUDMF.MakeUndo() in x:\Source\Core\Windows\SectorEditFormUDMF.cs:line 518
at CodeImp.DoomBuilder.Windows.SectorEditFormUDMF.apply_Click(Object sender, EventArgs e) in x:\Source\Core\Windows\SectorEditFormUDMF.cs:line 695
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Re: GZDoom Builder 2.3
This seems to be related to saving Custom Fields, not sector Tag. Can you provide something I can test?
Re: GZDoom Builder 2.3
Try this (sorry no textures) -> https://www.dropbox.com/s/fh2acrhs42p8u ... 1.wad?dl=1MaxED wrote:This seems to be related to saving Custom Fields, not sector Tag. Can you provide something I can test?
Re: GZDoom Builder 2.3
when using the tool to look for unused textures GZDB fails to understand that a surface is visible if the flat is sloping - the makes a triangle where gzdb see that at the bottom end there is no height - so he thinks the texture is not needed.
liker here:
Is this something that could be fixed? or are there technical problems making gzdb understand that those surfaces are visible?
liker here:
Spoiler:The actual surface can be seen here:
Spoiler:On maps using terrain with sloping - and also for sloped computer terminals, stairs, ramps etc. etc. this becomes a problem. I did today go 'remove textures' and found I had hundreds of missing surfaces when I loaded the map - I simply reverted to a backup from before the change as it's lots of work finding all those missing textures on a map that takes 30-60 minutes to play-through.
Is this something that could be fixed? or are there technical problems making gzdb understand that those surfaces are visible?
Re: GZDoom Builder 2.3
Also, when using 'remove unused textures' GZDB will remove upper/lower textures that are behind doors, platforms etc. that are triggered by script. When its triggered directly, gzdb is able to understand that this surface will be visible if the sector is triggered - but if the action is done via a script, he does not understand and wants the texture removed. I had tons of textures missing from this also today. Not sure if it's possible to make gzdb look into the script actions for this logic fix - or if it could simply ignore linedefs connecting sectors with a tag.
Re: GZDoom Builder 2.3
I've got a strange bug I don't know how to fix. In the texture browser, I accidentally clicked and dragged the sub-window that shows the folder structure, and now it's gone (I didn't even drag it off of the window, it just disappeared when I dragged the divider a smidge)

Hovering over the right side still turns the cursor into the sub-window movement cursor, but clicking and dragging back to the left does nothing.
edit: Brute forced a solution by going into the configuration files manually and searching through them till I found "splittercollapsed" and set it back to true. Weird stuff.

Hovering over the right side still turns the cursor into the sub-window movement cursor, but clicking and dragging back to the left does nothing.
edit: Brute forced a solution by going into the configuration files manually and searching through them till I found "splittercollapsed" and set it back to true. Weird stuff.
Re: GZDoom Builder 2.3
I have a rather weird bug.
http://prntscr.com/cqt68r
How come my script editor is always in 'Hexen ACS Script' even though I always manually choose 'Zandronum ACS Script' when I start a map? It's annoying when I know a script like giveinventory, but the Hexen ACS Script doesn't recognize it. How do I make it go into Zandronum ACS Script mode?
http://prntscr.com/cqt68r
How come my script editor is always in 'Hexen ACS Script' even though I always manually choose 'Zandronum ACS Script' when I start a map? It's annoying when I know a script like giveinventory, but the Hexen ACS Script doesn't recognize it. How do I make it go into Zandronum ACS Script mode?
Re: GZDoom Builder 2.3
There's a click area in the middle of the splitter you can click to toggle texture groups list. I guess all 3 Windows theme colors used to draw it are assigned to the same color in your Windows theme.CJacobsSA wrote:I accidentally clicked and dragged the sub-window that shows the folder structure, and now it's gone.
Here's how:Cansteam wrote:How do I make it go into Zandronum ACS Script mode?




