GZDoom Builder 2.3

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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Caligari_87 wrote:Small feature request from me: After using AutoCAD and various other drafting software for school, they all have this nifty feature for selecting objects. When dragging a selection box, if you drag to the right, it selects everything inside the box, like GZDB does now. However, if you drag to the left, it selects everything the box touches. Would something like that be possible?
gzdb_seelcttoggle.jpg
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Caligari87
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Re: GZDoom Builder 1.14

Post by Caligari87 »

Ah, so it does exist already! Cool. Any thoughts on making it dependent on the direction the box is dragged, instead of needing a button toggle?

8-)
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Caligari_87 wrote:Any thoughts on making it dependent on the direction the box is dragged, instead of needing a button toggle?
Only one: nobody except you and me would ever discover this feature...
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Newsflash! (r1973)
1. Script type can now be chosen when opening a map.
Download GZDoom_Builder-r1973.7z
Last edited by MaxED on Mon Jul 14, 2014 2:44 am, edited 1 time in total.
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cocka
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Re: GZDoom Builder 1.14

Post by cocka »

Just a quick question: What is BCS script? Where can be found any information about BCS?
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Re: GZDoom Builder 1.14

Post by Blue Shadow »

cocka wrote:Where can be found any information about BCS?
https://github.com/wormt/bcc/
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Re: GZDoom Builder 1.14

Post by cocka »

Is that a language that has no importance at the moment at all? Will BCS be the successor of ACS or what? I haven't found any topic about this BCS.

Is someone planning to implement lists for BCS? That would be pretty cool. :)

Stucture, enum etc.. are OK, but I'm wondering... will there be a wiki article about the new features or any further information about BCS anywhere? :oops:

That's somewhat interesting that I became aware of BCS just because I had had a look at the latest GZDoombuilder. If it's in the list of map formats then why nobody has ever said any relevant information about that in this forum? :?:
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Nash
 
 
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Re: GZDoom Builder 1.14

Post by Nash »

Official BCC thread on the Zandronum forum:

http://zandronum.com/forum/showthread.php?tid=4864

As you can see (from that thread), the author is only interested in making it Zandronum compatible for now, so if you're thinking of porting your ZDoom-based ACS code to the BCC compiler, you can pretty much forget about it... unless someone can convince him to make ZDoom-compatible version of BCC. :P

I was excited about it too at first but I'm afraid I can't use it to replace ACC completely yet because I use named scripts (and no, forcing me to switch back to using constant identifiers in place of named scripts is not a solution).
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cocka
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Re: GZDoom Builder 1.14

Post by cocka »

Well, right now I'm OK with ACS, but its drawback is the lack of lists. If only we had lists in acs. :lol:
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Re: GZDoom Builder 1.14

Post by Gez »

Support for BCC came from the previous page (just read the first three posts on that page). Short version is that they're things you might want to use for whatever reason, but for most ZDoom modders, Randy's ACC will remain the standard.
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Nash wrote:As you can see (from that thread), the author is only interested in making it Zandronum compatible for now, so if you're thinking of porting your ZDoom-based ACS code to the BCC compiler, you can pretty much forget about it... unless someone can convince him to make ZDoom-compatible version of BCC. :P
I've checked some functions from http://zdoom.org/wiki/Built-in_ACS_functions (namely the ones from current development version), and all of those seem to be defined in BCC's std.acs.
Nash wrote:I was excited about it too at first but I'm afraid I can't use it to replace ACC completely yet because I use named scripts (and no, forcing me to switch back to using constant identifiers in place of named scripts is not a solution).
Named scripts are supported in BCC
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

SERIOUS BUG WARNING!!! (Uh oh...)
Serious bug crept in r1970. Because of it, SCRIPTS lump is not saved when saving a map. In fact, it's removed instead. I'm working on a fix right now.
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MaxED
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Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130

Post by MaxED »

Fixed 2 bugs introduced in r1970:
Script names/numbers cache was not updated (no scripts were shown in the drop downs when using script setting actions).
SCRIPTS lump was not saved when saving a map.

Download GZDoom_Builder-r1975.7z
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cocka
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Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130

Post by cocka »

SCRIPTS lump is not saved when saving a map. In fact, it's removed instead.
Almost the same thing happens when you open a map without SCRIPTS lump and you just want to test the map, then the temporary file won't have any compiled scripts but SCRIPTS file with empty content therefore the automatic compiling leads to an "empty" BEHAVIOR lump as well. So BEHAVIOR somehow must be preserved if there is no SCRIPTS lump. (as it is in Hexen maps)
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Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130

Post by Siberian Tiger »

MaxED, incase you didn't catch it yet, I have appended to your request. In addition, I put up the latest revision on DRDTeam.

[As stated in the DRDTeam topic, I am a bit unreliable - so don't expect builds from me until I say otherwise]
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