ZDCMP2, like a phoenix from the ashes, starting up again.

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zap610
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Post by zap610 »

Heh, remember when I was an idiot earlier? Just think before you talk and people will forget about it.
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BetaSword
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Post by BetaSword »

Ok, I just turned off node building as was suggested, and it works again. So onward again with the building!
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Bio Hazard
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Post by Bio Hazard »

Why not tell DoomBuilder to use ZDBSP to build the nodes? Thats the same nodebuilder that ZDoom has internally so there shouldnt be a problem... :?

Just unzip zdbsp.exe into the db directory and set the options in DB's nodebuilder config tab to run "ZDBSP.exe" with "-r "%F" -o"%T""
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BetaSword
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Post by BetaSword »

Tried that... Doesn't seem to work. Putting it into Zdoom without nodes built, however, does work.
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Phobus
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Post by Phobus »

Yeah, Doombuilder, with any nodebuilder, WILL kill the wad, resulting in a "thank god for backups" moment, or a "Shit, time to redownload" moment.

@DomRem: My areas are only as small as they were for one or two reasons:

I struggled to do the scripting that I did.

I had a limited space round there.

I was slightly astounded by the number of textures and spent a while working out which ones to use.

And finally, a day isn't really that long when sleeping and eating come into play :D.

Glad you like the areas though :D!

EDIT: Say... Does anybody plan to do anything with Ni-mi-ni's area? I haven't looked at it, but it was made for this wad wasn't it?
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Biff
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Post by Biff »

BetaSword wrote:Tried that... Doesn't seem to work. Putting it into Zdoom without nodes built, however, does work.
Don't know for sure but I'm assuming that you need to build the nodes in order to use the DoomBuilder 3D mode? If that's so, and you can't run zdbsp from within DB, I'd do this: 1. Edit and save wad with DB. Close DB. 2. Build nodes directly with zdbsp.exe, from the command line or from a shortcut as described a page or two back. 3. Open the wad again with DB and I think it should be ready for 3D mode.
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HobbsTiger1
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Post by HobbsTiger1 »

I know I probably have no buisness in this thread but, I figured I'd commment. Are you using ZDBSP that comes with Doom Builder, or ZDBSP that comes from ZDoom.org? Because, and I've been told there is no difference, but when I use the one that comes with Doom Builder my maps don't always work right.
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DomRem
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Post by DomRem »

We've already tried both of those, and neither of those would build the nodes. It seems like DB doesn't seem to understand how to build nodes correctly.
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Phobus
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Post by Phobus »

Interestingly, my Doombuilder just recently (whilst working on level 31 of SCOURGE) didn't build the nodes. I started using A to autoalign instead, and then I tried to do too much, and knocked out doombuilder. I got back into it and made a little bit more, then out of force of habit, pressed 'w' to go to 3D mode, and it worked!

It did it with bsp-win32 I think, though that's probably irrelevant, because there are definitely some errors with ZDCMP2, we know that because Biff can sort them out. Whilst my wad doesn't have many errors, just one about some wierd nonexistant texture. Might poke around it with XWE later and see if anything has been entered...
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Biff
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Post by Biff »

DomRem wrote:We've already tried both of those, and neither of those would build the nodes. It seems like DB doesn't seem to understand how to build nodes correctly.
Hmm, the reason I've suggested several times to use zdbsp 1.5 directly if needed is because I verified it to work. I used it on the map wad in the split folder as-is, without cleaning anything up and there were no problems.
Edit: Be aware that if you don't specify an output name for zdbsp, it will save the wad as tmp.wad. To get an output file of your choice you can use the command "zdbsp -o mywad.wad other.wad" and that will build nodes in other.wad and save it as mywad.wad.
Last edited by Biff on Mon Jul 11, 2005 5:37 pm, edited 1 time in total.
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DomRem
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Post by DomRem »

I meant using both of those with DB doesn't work. As I said before, DB seems to have problems with this, but everything else seems to build the nodes just fine. Even a program that normally works fine seems to malfunction when it is used on DB.
NiGHTMARE
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Post by NiGHTMARE »

As Biff says, it most likely working fine - it's just you haven't realized the input and output wads are different :).
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BetaSword
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Post by BetaSword »

Meh, letting Zdoom build the nodes seems to work fine for me, so I'll just let it do that. Also the fact that I don't often use 3D mode unless I'm setting up bridges, and that's only to find the correct offset.
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BetaSword
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Post by BetaSword »

Update and stuff:

Ok, so yesterday, I really didn't get much time to work on it at all, due to various things coming up (think goodness for multiple days), but I have been able to populated the cave-like area where the one battery is found, along with adding some ammo and other incentives for looking around that area beyond where the battery is. I've also begun work on smoothing out Kirby's excavation area, as in my opinion, it was a tad bit too jaggedy to look really... Excavationy. Hopefully I'll be making it look a bit more organic, like there actually was an excavation type dealy going on there, adding in a few more lights, making the overall area a bit darker, etc.

Edit: Holy crap, I completely lost track of the days. It seems as though I also have tomorrow to work on this, too. I thought today I had to be done, and was in the process of uploading it, when I checked the sign-up sheet to see who was next, and saw that I have the 13th as well. I guess that means I can finish up what I was working on after all. Nice.
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{FcOd}Nemesis
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Post by {FcOd}Nemesis »

Hey if possible can i take Sunday July 17th too? I might need an extra day to add things :roll:
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