GZDoomBuilder-Bugfix, a maintenance fork of GZDB
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
DECORATE parser was written by CodeImp, from what I know. And all that clusterf**k is his heritage.
And I kind of can understand that actually, as, like Major Cooke pointed out, no one expected that actors would be defined with anything else than DECORATE.
And no one would expect that someone is going to write 20 more parsers based on the DECORATE one either (GZDB currently parses almost all text formats, except TEXTURES and maybe something else).
Anyway: enabled $-comments (//$Category, etc, all that are currently supported for DECORATE).
Not sure where these were supported in DECORATE, but in ZScript they will only be picked up if you put them in Default{} block.
And I kind of can understand that actually, as, like Major Cooke pointed out, no one expected that actors would be defined with anything else than DECORATE.
And no one would expect that someone is going to write 20 more parsers based on the DECORATE one either (GZDB currently parses almost all text formats, except TEXTURES and maybe something else).
Anyway: enabled $-comments (//$Category, etc, all that are currently supported for DECORATE).
Not sure where these were supported in DECORATE, but in ZScript they will only be picked up if you put them in Default{} block.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
I hope MaxEd will merge all this back into mainline when he comes back. In the mean time, thanks for fixing the ZScript stuff, ZZYZX.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Well, where's the problem here, actually?ZZYZX wrote: And I kind of can understand that actually, as, like Major Cooke pointed out, no one expected that actors would be defined with anything else than DECORATE.
Oh, just such obscure formats like DDF, EDF, or Dehacked?
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
These are not ZDoom though
And all other formats historically needed a game configuration update in order for new actors to be displayed in DB/DB2/GZDB.
Here's another feature to consider: obcure actor definition formats
And all other formats historically needed a game configuration update in order for new actors to be displayed in DB/DB2/GZDB.
Here's another feature to consider: obcure actor definition formats
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
DDF and EDF are anything but obscure.Graf Zahl wrote:Oh, just such obscure formats like DDF, EDF, or Dehacked?
Considering they are the actor definitions of choice for Eternity and 3DGE - both of which are actively developed.
And Dehacked is supported by most source ports - despite its lack of flexibility, because it was conceived of so early on.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Sarcasm failure.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Sometimes it's hard to tell, with you.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Is MaxEd around?Nash wrote:I hope MaxEd will merge all this back into mainline when he comes back. In the mean time, thanks for fixing the ZScript stuff, ZZYZX.
I can't say if it's my hardware or GZDoomBuilder, but I have a "geographically large map", and its performance in GZDB has been dropping since I've built further on the map and added things like dynamic lights.
I have a large outdoor area and there's a large lava lake in the middle, this lake sector is trimmed on the sides with a couple ~1.5 map unit trims (supposedly to look like the edge of the lake is on flames) and some other details. Now when I try to make another new sector inside it, upon completing to draw the sector, the surrounding sector will unexplainably change its floor texture, and probably have other unintended changes too.
I think it might be a "bug" in GZDB where the program misunderstands its surroundings when it's relating to a "complex sector".
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
@NGX: if you want this fixed, send the map. Or isolated example in which this bug reproduces (with unexplainable texture change, for example).
In this case, "X is obscure because I don't know it". It's not true sarcasm, but still not like I really mean that, and not like I really care if it's obscure — for me it's enough that I haven't ever used anything other than ZScript/DECORATE, and you can always take that as a joke.
...unless you are Eruanna
In my case (when I was responding to you that is) more like my usual "conscious local maximalism"; one specific case would be "X is bad because I don't like it", although I don't talk like thatGraf Zahl wrote:Sarcasm failure.
In this case, "X is obscure because I don't know it". It's not true sarcasm, but still not like I really mean that, and not like I really care if it's obscure — for me it's enough that I haven't ever used anything other than ZScript/DECORATE, and you can always take that as a joke.
...unless you are Eruanna
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
For SLADE I just added the ability to include your own config file in the resource -- SLADECFG. It can make do until the gazillion necessary parsers (ZMAPINFO, ZSCRIPT, DDF, EDF, DED...) are written.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Try drawing the sector the opposite direction, so the sides of the linedefs are facing the other way.NGX wrote:Now when I try to make another new sector inside it, upon completing to draw the sector, the surrounding sector will unexplainably change its floor texture, and probably have other unintended changes too.
I think it might be a "bug" in GZDB where the program misunderstands its surroundings when it's relating to a "complex sector".
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Cherepoc (author of this, also apparently a C# web developer) today asked me to add him to the collaborators so that he can participate a bit later.
In the light of the above, moved all issues to GitHub so that I don't have to update the thread all the time.
Just posting this so that people know that GZDB is not entirely dead as there are more new people who want to contribute
In the light of the above, moved all issues to GitHub so that I don't have to update the thread all the time.
Just posting this so that people know that GZDB is not entirely dead as there are more new people who want to contribute
Last edited by ZZYZX on Wed Jan 18, 2017 3:53 am, edited 1 time in total.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
The leg acy of Doom Builder shall live on.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Thanks for the tip, but I don't think it will do. I can draw the sector in the "correct clockwise direction", and it can be as simple as a triangle, but still if I try to move any of said triangle's vertices around, it will fuck the whole shit up.Nevander wrote:Try drawing the sector the opposite direction, so the sides of the linedefs are facing the other way.NGX wrote:Now when I try to make another new sector inside it, upon completing to draw the sector, the surrounding sector will unexplainably change its floor texture, and probably have other unintended changes too.
I think it might be a "bug" in GZDB where the program misunderstands its surroundings when it's relating to a "complex sector".
I will just send a private message to MaxEd and hope the feedback will prove useful - it could also be my hardware since it's a little dated and the map has grown pretty big.
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
It would be wonderful and hugely appreciated to see support for EDF and other formats' thing definitions without needing to create dummy DECORATE lumps or modified config files.