GZDoom Builder 2.3

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: GZDoom Builder 1.14

Post by MaxED »

Kappes Buur wrote:In the map test.wad there are several stacked barrels, yet doing a Map Analysis (F4) no errors are detected.
Each barrel seems to have a different Thing number, so I am a bit puzzeled why the stacked things were not
detected.
"Check Stuck Things" Map Analysis mode uses "error" game configuration property. Valid values are 0 (Don't check this thing), 1 (Check if this thing is inside of a sector and not stuck in a linedef) and 2 (same as 1 + check if this thing is stuck in another thing). Previously, error = 2 was only set for monsters and player starts (for performance reasons, I suppose).

Changed in r2001: "error" property is set to 2 for (hopefully) all blocking things and also for blocking DECORATE actors.
Last edited by MaxED on Mon Aug 11, 2014 6:52 am, edited 1 time in total.
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: GZDoom Builder 1.14

Post by MaxED »

DaveDemons wrote:In test2.wad I've rotated that sector so that it is no longer locked to the grid and when played the barrels become possessed.
https://www.dropbox.com/s/zqxmkb547ifhghm/test2.wad
Works fine on my side in both GZDoom and GZDB...
Spoiler:
User avatar
DaveDemons
Posts: 10
Joined: Sun Oct 20, 2013 1:33 am

Re: GZDoom Builder 1.14

Post by DaveDemons »

Hmmm, try this
https://www.dropbox.com/s/4rqycg8hgkzdfwj/test3.wad

Image
I just noticed that the floor texture on that sector is invisible as well...
Graf Zahl wrote:I reduced the latest test map to only contain one single barrel so that I could actually see something in the debugger.

The cause of this glitch is that ZDoom needs to emulate some strangeness of Doom's original thing spawning code that had its own ideas of what's supposed to be 'front' and 'back' of a line. And that code gets hopelessly confused with your mass of extremely short lines due to loss of precision in the following two lines:

Code: Select all

left = FixedMul ( node->dy>>FRACBITS , dx );
right = FixedMul ( dy , node->dx>>FRACBITS );

Replacing those with floating point math cures the problem.
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: GZDoom Builder 1.14

Post by MaxED »

DaveDemons wrote:Hmmm, try this
https://www.dropbox.com/s/4rqycg8hgkzdfwj/test3.wad
I just noticed that the floor texture on that sector is invisible as well...
Yet again, this map works fine in GZDB's Visual Mode, so you should repost this in the Bugs board.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49252
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: GZDoom Builder 1.14

Post by Graf Zahl »

The bug has been fixed already.
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: GZDoom Builder 1.14

Post by MaxED »

Newsflash! (r2005)
1. Tag Range plugin: custom increment can now be set.
2. Tag Range plugin: tags can be set in relative mode (when this mode is enabled, generated values are added to existing tags instead of replacing them).
Spoiler:
3. Tag Range plugin: "0" tag and tags of selected map elements are no longer considered as "already used".
Rychead84
Posts: 2
Joined: Mon Apr 14, 2014 9:56 pm

Re: GZDoom Builder 1.14

Post by Rychead84 »

Hello :)
I'm trying to make a 3d floor lift up in GZDoom in Doom Format. I've read some of the scripts used on the net but I can't activate anything.
I've typed a script that goes like this :

#include "zcommon.acs"

script 2 (void)
{
FloorAndCeiling_RaiseByValue(132, 10, 500);
tagwait(132);
delay(60);
FloorAndCeiling_LowerByValue(132, 20, -500);
tagwait(132);

}

Do I have to use an action like "277 - S1 FraggleScript Execute (GZDoom only!)" and maybe place a map spot for Fragglescript?
It seems like there's no "triggering" when trying to make it happen. :(

I'd be grateful if you could help me make it :)

Johnny
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: GZDoom Builder 1.14

Post by MaxED »

This thread is about the level editor itself (e.g. bugs, feature requests and other stuff directly related to the GZDB), not about editing maps using it.
Consider either posting in The "How do I..." Thread, or making a new thread in the Editing board
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: GZDoom Builder 1.14

Post by MaxED »

Rychead84 wrote:I'm trying to make a 3d floor lift up in GZDoom in Doom Format.
ZDoom Wiki is your friend.
Rychead84 wrote: FloorAndCeiling_LowerByValue(132, 20, -500);
Also, this here code will raise floor and ceiling by 500 map units.
Spoiler:
User avatar
Amuscaria
Posts: 6634
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Re: GZDoom Builder 1.14

Post by Amuscaria »

All versions of GZdoom Builder just stopped working for me for an unknown reason. They were working just fine a couple of weeks ago ( was using r1689). I thought maybe the windows updated without my permission so I downloaded the latest (r2002) from SVN. Still the same error. I get the following errors:

Image

followed by

Image

It doesn't show anything else. It does this for all versions, which I just noticed today. Not really sure what is going on. My Windows has been giving me some problems for the past few weeks. But updating the program usually solved it. Not in this instance.
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: GZDoom Builder 1.14

Post by MaxED »

Hm... Looks like it's somehow related to the "Arial" font... Make sure it's available on your system.
User avatar
Amuscaria
Posts: 6634
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Re: GZDoom Builder 1.14

Post by Amuscaria »

It's still in my fonts folder. Haven't touched it. Guess I can just use my laptop for my Doom modding.
User avatar
Kappes Buur
 
 
Posts: 4201
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada
Contact:

Re: GZDoom Builder 1.14

Post by Kappes Buur »

Eriance wrote:All versions of GZdoom Builder just stopped working for me for an unknown reason.......
Image

The top line is truncated, what else did/does it say for "Reason: ..."


Post your log file, so one can see what your computer was up to.
User avatar
Amuscaria
Posts: 6634
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Re: GZDoom Builder 1.14

Post by Amuscaria »

I can't expand the non-fatal UI error pop-up to see what's after "aria" So I can't say for sure. That's the only thing it says, followed by "Builder.exe has stopped working"

This is all my log says:
Spoiler:
User avatar
VGA
Posts: 506
Joined: Mon Mar 28, 2011 1:56 am

Re: GZDoom Builder 1.14

Post by VGA »

You should be able to see the full title bar in the windows process manager (ctrl-shift-esc)
Locked

Return to “Abandoned/Dead Projects”