GZDoom Builder 2.3
Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130
Is there a way to tell GZ/Doom Builder to treat my actor that inherits from PatrolPoint just like a PatrolPoint in the properties dialogue? Mostly, I want to hook in to the arrow linking between waypoints. And I'd rather do it through decorate instead of making a .cfg that'll need to be integrated in to everyone's Doom Builder setup.
- SanyaWaffles
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Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130
Ever since r1972 I have been unable to use GZDoom Builder.
https://dl.dropboxusercontent.com/u/758 ... ZCrash.txt
It appears to be crashing when loading TEXTURES lumps that have two patches of the same name in the texture.
https://dl.dropboxusercontent.com/u/758 ... ZCrash.txt
It appears to be crashing when loading TEXTURES lumps that have two patches of the same name in the texture.
- Kappes Buur
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Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130
[feature request]
the test program could be set for all selected formats in one fell swoop, rather then going to each format and selecting the test program
one at a time.
Or, if that is not feasible, that the path could be copy/pasted instead of browsing for it, as each format is selected.
Spoiler:I wonder if ....
the test program could be set for all selected formats in one fell swoop, rather then going to each format and selecting the test program
one at a time.
Or, if that is not feasible, that the path could be copy/pasted instead of browsing for it, as each format is selected.
- Kappes Buur
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Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130
[feature request]
again when the map is reopened for further editing.
Spoiler:Could it be done that group selections are saved somehow when closing a map, so that the group(s) is (are )available
again when the map is reopened for further editing.
Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130
GZDoom Builder r1978:
1. Fixed a crash introduced in r1972 when trying to add a second patch with the same name to a texture.
2. "Texture 'XXX' is double defined in resource 'YYY'." warning is no longer displayed if a TEXTURE1/2 texture contains a patch with the same name as the texture.
3. Updated ZDoom_ACS.cfg and BCC.cfg: more info is now shown in helper popups for all ACS functions (not Action specials). Also, 3 functions (namely SpawnDecal, GetActorPowerupTics and CheckFont) were missing form these configs.
4. Redesigned Texture Set Form a bit.
Download GZDoom_Builder-r1978.7z
1. Fixed a crash introduced in r1972 when trying to add a second patch with the same name to a texture.
2. "Texture 'XXX' is double defined in resource 'YYY'." warning is no longer displayed if a TEXTURE1/2 texture contains a patch with the same name as the texture.
3. Updated ZDoom_ACS.cfg and BCC.cfg: more info is now shown in helper popups for all ACS functions (not Action specials). Also, 3 functions (namely SpawnDecal, GetActorPowerupTics and CheckFont) were missing form these configs.
4. Redesigned Texture Set Form a bit.
Download GZDoom_Builder-r1978.7z
Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130
I wonder how long will it take to get something like this in GZDoom (that's Hexen GLES btw)...
Spoiler:
Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130
What licence is that hexen gles under?
Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130
From Google play page:
HexenGLES comes with Hexen demo data.
If you own Hexen (V1.1), copy the wad file in your device at this location: /sdcard/Kokak/HexenGLES/
!!! FULL GAME IWADS ARE NOT PRESENT IN THIS RELEASE !!!
...
This app is a source port released under the GPL license. "Hexen" is a trademark of "id software" & "Raven software". It used under the terms of fair use. Kokak is not connected with "id Software" or "Raven Software".
Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130
That water shader is so sexy. :3 Too bad no one has any interest in implementing it into GZDoom... =/
Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130
Spoiler:Eh, never noticed that !
I also got a lonely rectangle.

Besides, it's a pretty cool idea ! Is there any other funny things like this I'm not aware of ?

---
Feature request :
(hoping that I'll be able to use latest builds, still stuck at r1962)
In some case, there can be missing/unused textures in a map you want to stay unchanged intentionally. (i.e. : fake floors, lowering walls, etc.)
In the long run, these can be dozens/hundreds of errors similar, which make finding real missing/unused textures much harder...
Would it be possible to "deselect" some errors found by the Map Analysis Mode so they don't appear anymore (or get grey tinted or something...) ?
Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130
Newsflash! (r1980)
1. Selection groups are now stored in the map's .dbs file.
Notice: sadly, current configuration parser system has performance problems when parsing long strings, so you can expect noticeable delay before "Open Map" form is shown when selection groups stored in a map's .dbs file contain more than ~500 map elements.
2. Main form: rewritten Add to/Select/Clear group Edit menu handling (menu items displayed incorrect information in some cases).
3. Script Editor: functions are now shown in the script selector drop-down.
Download GZDoom_Builder-r1980.7z
1. Selection groups are now stored in the map's .dbs file.
Notice: sadly, current configuration parser system has performance problems when parsing long strings, so you can expect noticeable delay before "Open Map" form is shown when selection groups stored in a map's .dbs file contain more than ~500 map elements.
2. Main form: rewritten Add to/Select/Clear group Edit menu handling (menu items displayed incorrect information in some cases).
3. Script Editor: functions are now shown in the script selector drop-down.
Download GZDoom_Builder-r1980.7z
Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130
Newsflash! (r1981)
1. Game Configurations form: game configurations can now be copied and pasted (a context menu is now available in the game configurations list). Download GZDoom_Builder-r1981.7z
1. Game Configurations form: game configurations can now be copied and pasted (a context menu is now available in the game configurations list). Download GZDoom_Builder-r1981.7z
Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130
Something might go wrong when I select walls in the Visual Mode.
If I hold shift while clicking one of the untextured upper walls all the near unconnected and untextured walls become selected at once. In the lower left corner reads: 456 sidedefs selected - that's way more than expected.
If I hold shift while clicking one of the untextured upper walls all the near unconnected and untextured walls become selected at once. In the lower left corner reads: 456 sidedefs selected - that's way more than expected.
Spoiler:Now for the selection if I set some texture as the front side upper texture, nearly all the upper walls get that texture even they are not shown as being selected.
Spoiler:This happens with r1963 and r1975 in a Win7 computer. With other maps the shift-selecting seems to behave normally. This map part is in Doom format, but it has the same unexpected result if I copy it in a new UDMF or GZdoom/Hexen format map too.
- Attachments
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lineselect.zip
- (10.36 KiB) Downloaded 19 times
- Kappes Buur
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Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130
It looks like that the unused textures are getting in the way.simc wrote:Something might go wrong when I select walls in the Visual Mode.
Use Map Analysis (F4) and have GZDB correct all the textures.
Then try again.

Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130
Fixed in r1984.simc wrote:If I hold shift while clicking one of the untextured upper walls all the near unconnected and untextured walls become selected at once.
Download GZDoom_Builder-r1984.7z