Doom Builder 2 thread

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Demolisher
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Re: Doom Builder 2 thread

Post by Demolisher »

I can't seem to get BuilderModes to compile.
It seems to think that CodeImp.DoomBuilder.Actions etc. don't exist, and that CodeImp.DoomBuilder.BuilderModes is the only one. I have builder.csproj clearly referenced.
Any Input?
Gez
 
 
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Re: Doom Builder 2 thread

Post by Gez »

DB2 SVN:
@ Small improvement for the earlier committed sprite scale support. The DECORATE 'xscale' and 'yscale' Actor properties are now also supported, but I am not sure what the intended behavior is when one of these is used in combination with 'scale'. Right now 'scale' overrides them.
The way it's set up in ZDoom is that the last line wins. In other words:
EXAMPLE #1

Code: Select all

xscale 2
scale 3
yscale 4
This results in x:3, y:4

EXAMPLE #2

Code: Select all

xscale 2
yscale 3
scale 4
This results in x:4 y:4

EXAMPLE #3

Code: Select all

scale 2
xscale 3
yscale 4
This results in x:3 y:4
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CodeImp
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Re: Doom Builder 2 thread

Post by CodeImp »

Oh what a stupid rule :P My parser first parses the whole thing and then provides all properties for use by higher level systems. So my parser makes no distinction based on which line something is on. If ZDoom would apply both values when both are present then I could easily fix that, but this is horrible. Too bad, just don't use both at the same time then (that is useless anyway).

Demolisher: Have you tried opening the Solution file, which has both projects in it? If so, then first do a Rebuild All to ensure everything is compiled.
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Demolisher
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Re: Doom Builder 2 thread

Post by Demolisher »

Got it working, was loading the csproj files, not the solution. :oops:

Working on adding changeable sector floor and ceiling offsets for UDMF maps. I can't see how this can be done with a plug-in, though. I have to add a few variables and tidbits to Builder/Map/sector.cs.
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CodeImp
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Re: Doom Builder 2 thread

Post by CodeImp »

Uhm, why? A plugin can access all UDMF fields (except those hardcoded in DB) through the MapElement.Fields property (this goes for Vertices, Linedefs, Sidedefs, Sectors, Things, they are all MapElements). When you want to change them, make sure you call MapElement.Fields.BeforeFieldsChange() or the change will not be recorded in your Undo snapshot and your user may get all pissed that his change can't be undone.

If you want to make changes to Visual Mode, you're going to have to copy the Visual Mode classes from the BuilderModes project and use them to create a new Visual Mode in your own plugin.
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Demolisher
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Re: Doom Builder 2 thread

Post by Demolisher »

CodeImp wrote:Uhm, why? A plugin can access all UDMF fields (except those hardcoded in DB) through the MapElement.Fields property (this goes for Vertices, Linedefs, Sidedefs, Sectors, Things, they are all MapElements). When you want to change them, make sure you call MapElement.Fields.BeforeFieldsChange() or the change will not be recorded in your Undo snapshot and your user may get all pissed that his change can't be undone.

If you want to make changes to Visual Mode, you're going to have to copy the Visual Mode classes from the BuilderModes project and use them to create a new Visual Mode in your own plugin.
*Slaps head* I got the strangest notion that I had to change that somehow. I'm going to go back through and 'undo' that small change, and use plug-ins, my apologies, this is my first C# project.
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error
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Re: Doom Builder 2 thread

Post by error »

I got really annoying problem. When in 3d editing mode mouse is not locked to the camera. Thanks to this sometimes I click some shit by accident. Halp
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Re: Doom Builder 2 thread

Post by Hellser »

Doom Builder 2 isn't supported anymore. Check out GZDoom Builder.

I'm going to lock this thread. If CodeImp ever returns and wishes to have this thread unlocked, he may contact one of us moderators.
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