GZDoom Builder 2.3
Re: GZDoom Builder 2.3
Feature suggestion:
While editing in UDMF, being able to pick from a prefab list of Doom format/Boom format linedef actions, and the arguments being auto-allocated to the equivalent action.
No need to bother with Generic actions as that'd be overkill, but simply being able to select a line action like 36 - W1 Lower to 8 Above Highest Floor, and having the special and arguments set correctly would be lovely, and likely speed up the flow of the mapping process quite a bit for folks like me who think largely in Boom mapping terms.
While editing in UDMF, being able to pick from a prefab list of Doom format/Boom format linedef actions, and the arguments being auto-allocated to the equivalent action.
No need to bother with Generic actions as that'd be overkill, but simply being able to select a line action like 36 - W1 Lower to 8 Above Highest Floor, and having the special and arguments set correctly would be lovely, and likely speed up the flow of the mapping process quite a bit for folks like me who think largely in Boom mapping terms.
- esselfortium
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Re: GZDoom Builder 2.3
This would be great. When working in UDMF or Hexen format, the lack of quick prefab line specials like in Doom format always brings my workflow to a grinding halt. Being able to just click a menu and quickly enter "97" for a standard repeatable walkover teleport, for instance, would really speed things up and make UDMF more accessible to folks who are already quick with standard Doom editing.Jimmy wrote:Feature suggestion:
While editing in UDMF, being able to pick from a prefab list of Doom format/Boom format linedef actions, and the arguments being auto-allocated to the equivalent action.
No need to bother with Generic actions as that'd be overkill, but simply being able to select a line action like 36 - W1 Lower to 8 Above Highest Floor, and having the special and arguments set correctly would be lovely, and likely speed up the flow of the mapping process quite a bit for folks like me who think largely in Boom mapping terms.
It'd also be nice to be able to then customize that list to add our own commonly-used prefab specials with their own shortcut codes.
Re: GZDoom Builder 2.3
sounds like a configurable list would be very handy to have, defined in user .cfg that could be shared. Something like define each custom action with a name and the default UDMF settings for it
Re: GZDoom Builder 2.3
Hey Max,
I added a range finder display for things mode that I thought you may find useful.
This adds actor-level ranges that are hard coded in the decorate, and argument-level ranges (when set to type 27), that are dynamic based on the argument value. The argument version supports custom colors.
Use case: I have been making actors for a level that have specific detection ranges, setup as a stealth gauntlet the player has to sneak through. Having the detection ranges visible in things mode is pretty helpful for seeing where the coverage gaps are.
Example:
I added a range finder display for things mode that I thought you may find useful.
This adds actor-level ranges that are hard coded in the decorate, and argument-level ranges (when set to type 27), that are dynamic based on the argument value. The argument version supports custom colors.
Use case: I have been making actors for a level that have specific detection ranges, setup as a stealth gauntlet the player has to sneak through. Having the detection ranges visible in things mode is pretty helpful for seeing where the coverage gaps are.
Example:
Code: Select all
ACTOR MyActor 12345 {
//$Arg0 "Min Detect Distance"
//$Arg0Type 27
//$Arg0RangeColor 0000FF
//$Arg1 "Max Detect Distance"
//$Arg1Type 27
//$Arg1RangeColor FF0000
//$Arg2 "FOV"
//$Arg2Tooltip "How wide the cone of detect is. 0 - 360"
//$Arg2Default 360
//$MinRange 32
//$MaxRange 48
- Attachments
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- rangefinder.zip
- patch
- (2.22 KiB) Downloaded 72 times
Re: GZDoom Builder 2.3
Is there any way to add custom thing types in GZDoom Builder thing properties just for a mod, without writing new game configurations? I'm not mapping only in ZDoom; the mod may also have Dehacked or Eternity definition monsters.
Re: GZDoom Builder 2.3
No. Either game configuration definition or DECORATE actor is required.
Re: GZDoom Builder 2.3
Added, with the following changes:Xabis wrote:I added a range finder display for things mode that I thought you may find useful.
- min/max ranges are specified per-argument:
Spoiler:- Available ranges are automatically added to the corresponding argument tooltip.
- Ranges are not rendered when the corresponding argument value is 0.
- Default range color is different from the default renderstyle color. It's also more transparent.
Re: GZDoom Builder 2.3
^ Does this have anything to do with the Find/Replace dialog box in GZDB? Or is there a fancier find/replace facility in GZDB I don't know of?
Re: GZDoom Builder 2.3
Thanks Max. Not using the type field was the better call.
- Da Spadger
- Posts: 438
- Joined: Thu Jan 05, 2006 10:12 am
Re: GZDoom Builder 2.3
Hey Max, got an idea from the thing Xabis posted above. What if the AmbientSound actor showed how far away it could be heard from? There seems to be three values relevant here, as can be seen in the article.
Re: GZDoom Builder 2.3
Hello Max. As you look at something that would add a lump editor that would add, edit, delete, new pictures, sounds, and music directly from the editor. It would be great.
Re: GZDoom Builder 2.3
Reverse SLADE becoming a thing?AntonZab wrote:Hello Max. As you look at something that would add a lump editor that would add, edit, delete, new pictures, sounds, and music directly from the editor. It would be great.
btw, @MaxED is it possible to toggle between "used textures on top" and "used textures in their place" modes with a key?
Last edited by ZZYZX on Sat Jan 07, 2017 9:26 am, edited 1 time in total.
Re: GZDoom Builder 2.3
This is already in GZDB for AmbientSound and AmbientSoundNoGravity.Da Spadger wrote:What if the AmbientSound actor showed how far away it could be heard from?
Re: GZDoom Builder 2.3
slade and gzdoom different things
Re: GZDoom Builder 2.3
Yes, the key is Tab.ZZYZX wrote:is it possible to toggle between "used textures on top" and "used textures in their place" modes with a key?