GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- NachtIntellect
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Re: GZDoomBuilHey soder-Bugfix, a maintenance fork of GZDB
Has anyone reported any issues with creating any map so long as the map name is E5M1 and receiving errors upon testing it in GZDoomBuilder? It seems to work fine if I drag it into GZDoom and I do not think it's anything to do with the current version of GZDoom or GZDoombuilder the error I am getting is "Could not find map E1Mc" almost as if it's trying to pull me into a map that doesn't exist I would also like to add that I am using the original Doom format, I haven't seen what it does to other formats such as hexen, UDMF etc.
- Kappes Buur
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Question or possibly a feature request:
Given a map which has groups of different things (for example Imps and Demons and whatever),
is it possible to
Given a map which has groups of different things (for example Imps and Demons and whatever),
is it possible to
- find and highlight all things of a specific group so I can give them a TagID ?
and/or - find and highlight all things of a specific group with a specific TagID so I can change the TagID ?
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Two ways.
1) Setup thing filters. Anything not caught by the filter will be unselectable no matter how hard you try. You can also add a specific tag ID to filter for (just go to the "Action" tab and look for "Filter by tag")

2) Select everything, then go to Things -> Filter selection. Choose only the items you want to be left selected; everything else will be deselected
1) Setup thing filters. Anything not caught by the filter will be unselectable no matter how hard you try. You can also add a specific tag ID to filter for (just go to the "Action" tab and look for "Filter by tag")

2) Select everything, then go to Things -> Filter selection. Choose only the items you want to be left selected; everything else will be deselected
- Kappes Buur
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Excellent, thank you.
- Kappes Buur
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
A slight oversight concerning the Refmanual:
The page \Refmanual\gzdb\compilingtheeditor.html does not point to the css file

The page \Refmanual\gzdb\compilingtheeditor.html does not point to the css file

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
You are doing it wrong.

File lookup differs between MS help and directly looking at the HTMLs. If I "fix" that, it won't work in help viewer then.

File lookup differs between MS help and directly looking at the HTMLs. If I "fix" that, it won't work in help viewer then.
- Ozymandias81
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
You need to define under "Default" Category, Title and Color at least (Category or Title would just do the trick)Pedro vc wrote:Am I doing something wrong here? This actor doesn't seem to appear in GZDB. Sorry for the dumb question, I started using Zscript today.
MAPINFOZscriptDoomEdNums
{
23000 = ChaosSphere
}Class ChaosSphere : CustomInventory
{
Default
{
+COUNTITEM
+INVENTORY.ALWAYSPICKUP
+FLOATBOB
+NOGRAVITY
Inventory.MaxAmount 666;
Inventory.PickupMessage "";
}
States
{
Spawn:
CHSS ABCD 4;
loop;
}
}
So that would be:
Code: Select all
Default
{
//$Category New Pickups
//$Title Chaos Sphere
//$Color 4 //This is up to you
+COUNTITEM
+INVENTORY.ALWAYSPICKUP
+FLOATBOB
+NOGRAVITY
Inventory.MaxAmount 666;
Inventory.PickupMessage "";
}
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Didn't workOzymandias81 wrote:You need to define under "Default" Category, Title and Color at least (Category or Title would just do the trick)Pedro vc wrote:Am I doing something wrong here? This actor doesn't seem to appear in GZDB. Sorry for the dumb question, I started using Zscript today.
MAPINFOZscriptDoomEdNums
{
23000 = ChaosSphere
}Class ChaosSphere : CustomInventory
{
Default
{
+COUNTITEM
+INVENTORY.ALWAYSPICKUP
+FLOATBOB
+NOGRAVITY
Inventory.MaxAmount 666;
Inventory.PickupMessage "";
}
States
{
Spawn:
CHSS ABCD 4;
loop;
}
}
So that would be:Code: Select all
Default { //$Category New Pickups //$Title Chaos Sphere //$Color 4 //This is up to you +COUNTITEM +INVENTORY.ALWAYSPICKUP +FLOATBOB +NOGRAVITY Inventory.MaxAmount 666; Inventory.PickupMessage ""; }
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
You don't need to set any properties for the actor to be registered, it only needs DoomEdNum and a ZScript class.
Either you are doing something wrong or it's a bug. I'll try to use your literal actor/mapinfo definition a bit later and see if it works.
Wait, actually, I have an idea.
Did you load gzdoom.pk3 as resource? That one is optional for everything else, but REQUIRED for ZScript.
The reason for this is that unlike DECORATE, in ZScript DoomEdNums are split from the classes themselves, and not all classes are actors. This means that I need gzdoom.pk3 to be able to properly trace the class hierarchy to the Actor class.
Either you are doing something wrong or it's a bug. I'll try to use your literal actor/mapinfo definition a bit later and see if it works.
Wait, actually, I have an idea.
Did you load gzdoom.pk3 as resource? That one is optional for everything else, but REQUIRED for ZScript.
The reason for this is that unlike DECORATE, in ZScript DoomEdNums are split from the classes themselves, and not all classes are actors. This means that I need gzdoom.pk3 to be able to properly trace the class hierarchy to the Actor class.
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Adding gzdoom.pk3 as a resource solved it, thanksZZYZX wrote:You don't need to set any properties for the actor to be registered, it only needs DoomEdNum and a ZScript class.
Either you are doing something wrong or it's a bug. I'll try to use your literal actor/mapinfo definition a bit later and see if it works.
Wait, actually, I have an idea.
Did you load gzdoom.pk3 as resource? That one is optional for everything else, but REQUIRED for ZScript.
The reason for this is that unlike DECORATE, in ZScript DoomEdNums are split from the classes themselves, and not all classes are actors. This means that I need gzdoom.pk3 to be able to properly trace the class hierarchy to the Actor class.
- Kappes Buur
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
I never got Refmanual to work with HTML Help Workshop, so I am decompiling it with CHM Decoder freeware.ZZYZX wrote:You are doing it wrong.
That's strange, it is the only page which is not styled.ZZYZX wrote:File lookup differs between MS help and directly looking at the HTMLs. If I "fix" that, it won't work in help viewer then.
- Ghost Prototype
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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Polyobj Door Swing's speed cannot go below 0 in builder, but can do so with ACS.
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
I believe that's because in Hexen format the arguments are bytes, which means they can go 0 to 255 only.
- Ghost Prototype
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- Joined: Sun May 19, 2013 12:22 pm
- Location: Philadelphia
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
I converted my map to UDMF format. Now GzDoom just crash when I test map 

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
What is this black squares?
http://i.imgur.com/7Npck2A.jpg
I go back to r2949 because I need Visplane Explorer now.
Also program is crashing sometimes when zooming in VE mode and clicking "open doors".
http://i.imgur.com/7Npck2A.jpg
I go back to r2949 because I need Visplane Explorer now.
Also program is crashing sometimes when zooming in VE mode and clicking "open doors".
Last edited by wildweasel on Mon Apr 03, 2017 2:19 pm, edited 1 time in total.
Reason: Spoilers do not stop images from loading and make them harder to view. Have changed to a clickable URL instead.
Reason: Spoilers do not stop images from loading and make them harder to view. Have changed to a clickable URL instead.