GZDoom Builder 2.3

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GooberMan
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Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130

Post by GooberMan »

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.
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SanyaWaffles
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Operating System Version (Optional): Windows 11 for the Motorola Powerstack II
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Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130

Post by SanyaWaffles »

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.
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Kappes Buur
 
 
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Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130

Post by Kappes Buur »

[feature request]
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.
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Kappes Buur
 
 
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Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130

Post by Kappes Buur »

[feature request]
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.
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MaxED
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Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130

Post by MaxED »

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
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MaxED
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Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130

Post by MaxED »

I wonder how long will it take to get something like this in GZDoom (that's Hexen GLES btw)...
Spoiler:
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VGA
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Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130

Post by VGA »

What licence is that hexen gles under?
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MaxED
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Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130

Post by MaxED »

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".
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Nash
 
 
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Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130

Post by Nash »

That water shader is so sexy. :3 Too bad no one has any interest in implementing it into GZDoom... =/
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Sandro
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Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130

Post by Sandro »

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 ? :P

---
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...) ?
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MaxED
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Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130

Post by MaxED »

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
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MaxED
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Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130

Post by MaxED »

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).
gzdb_gameconfigs.jpg
Download GZDoom_Builder-r1981.7z
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simc
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Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130

Post by simc »

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.
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
lineselect.zip
(10.36 KiB) Downloaded 19 times
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Kappes Buur
 
 
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Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130

Post by Kappes Buur »

simc wrote:Something might go wrong when I select walls in the Visual Mode.
It looks like that the unused textures are getting in the way.
Use Map Analysis (F4) and have GZDB correct all the textures.

Then try again. :)
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MaxED
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Re: GZDoom Builder 1.14. SERIOUS BUG WARNING ON PAGE 130

Post by MaxED »

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.
Fixed in r1984.
Download GZDoom_Builder-r1984.7z
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