GZDoom Builder 2.3

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Nash
 
 
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Re: GZDoom Builder 1.12a: GZDoom features in Doom Builder 2

Post by Nash »

There seems to be a bug in v1.12a, I can no longer raise and lower 3-d floors in the Visual Mode while having them highlighted. It used to be possible...
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MaxED
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Re: GZDoom Builder 1.12a: GZDoom features in Doom Builder 2

Post by MaxED »

Nash wrote:There seems to be a bug in v1.12a, I can no longer raise and lower 3-d floors in the Visual Mode while having them highlighted. It used to be possible...
Dunno, perhaps I'm doing it wrong, but it's still entirely possible :|
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Re: GZDoom Builder 1.12a: GZDoom features in Doom Builder 2

Post by MaxED »

Nash wrote:When scaling a textures down with TEXTURES, and the source patch is put into the /textures directory, the image won't scale. Moving it to /patches will make GZDB draw ???? (texture not found).
Can you make a small test wad?

I've discovered some problems with textures, namely:
1. JPG and TGA textures aren't supported by GZDB (already fixed in my working build)
2. Order, in which texture search is performed in GZDB doesn't match one in (G)ZDoom: if you have an image somewhere in "textures" folder and a texture definition in TEXTURES with the same name, GZDB will use an image, while (G)ZDoom will use texture definition (working on it now).

Perhaps one of them is causing you'r troubles...
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Re: GZDoom Builder 1.12a: GZDoom features in Doom Builder 2

Post by Nash »

Re: raise/lower 3-d floor - nevermind, error on my part, I was trying to raise sloped 3-d floors, but didn't realize my control sector is aligned wrongly.

Re: TEXTURES

(2) seems to be the issue, I think. I have a high res road01 in /textures/road01 and the follow TEXTURES.TXT definition:

Code: Select all

Texture ROAD01, 1024, 1024 {
	XScale 4
	YScale 4

	Patch ROAD01, 0, 0
}
GZDB only displays ????.

Additionally, GZDB only seems to parse textures.txt - I have split my TEXTURES into many files; textures_roads.txt, textures_skies.txt, textures_brick.txt, etc - they all get ignored.

Sorry for the brief post, I have to go out now, hopefully my explanation of (2) is enough information, you seem to know what's going on anyway. If you still need a demo file, I will post it later. Thanks!
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Re: GZDoom Builder 1.12b: GZDoom features in Doom Builder 2

Post by Xtyfe »

The recent update 1.12b, just wondering if this fixes a problem in DB that i have experienced before. Though maybe not a problem exactly, more of a difference.

It seems the scale at which the level is rendered in the visual mods is different then how they are rendered in game, its heard to explain i guess. But I can say that it usually ends up with what I have built being bigger in game than is shown in the visual mods. Is this the same issue i experienced?
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Re: GZDoom Builder 1.12b: GZDoom features in Doom Builder 2

Post by NeuralStunner »

Speaking of scaling:
Changelog wrote:Sectors height is now stretched 120% to match (G)ZDoom's way of rendering.
Please tell me this is entirely optional. It is in fact a deal breaker for me. :(
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Re: GZDoom Builder 1.12b: GZDoom features in Doom Builder 2

Post by Xtyfe »

if it matches how things are rendered in ZDoom, how could that be a bad thing
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Re: GZDoom Builder 1.12b: GZDoom features in Doom Builder 2

Post by NeuralStunner »

In the cases it doesn't, how can that be a good thing?

I already just barely tolerate the unconfigurable auto-align. Working around invasive features isn't exactly my favorite hobby.
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Re: GZDoom Builder 1.12b: GZDoom features in Doom Builder 2

Post by Nash »

Yes, please make the stretching optional via a tickbox; I modified my game's EXE to disable the stretching for sectors and also models...

(My project has nothing at all to do with Doom, and relies on 1:1 pixels)

EDIT:

1.12a:
Image

1.12b:
Image

Noooo D:
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Re: GZDoom Builder 1.12b: GZDoom features in Doom Builder 2

Post by NeuralStunner »

I didn't even have to touch the source code to get 1:1 pixel display. It's actually very simple (Windowed mode, multiple of 320x200, Vid_NoWidescreen enabled).
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Re: GZDoom Builder 1.12b: GZDoom features in Doom Builder 2

Post by Nash »

Yeah, if I were playing regular (G)ZDoom, I would have done that, but that is not an ideal solution for my project. For my case, it was best if my game "just did it" so the end user doesn't have to fiddle with settings (render 1:1 pixels right out the box).
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Re: GZDoom Builder 1.12b: GZDoom features in Doom Builder 2

Post by Nash »

There still seems to be a problem getting GZDB to scale textures stored in /textures/... see example file. Works good with gzdoom.exe -file textures.pk3 map01.wad

but in the GZDB, all I see is ????.

https://dl.dropbox.com/u/47355875/textures.zip
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Re: GZDoom Builder 1.12b: GZDoom features in Doom Builder 2

Post by MaxED »

Nash wrote:There still seems to be a problem getting GZDB to scale textures stored in /textures/... see example file. Works good with gzdoom.exe -file textures.pk3 map01.wad
DB2 and GZDB expect to find texture patches in "patches" folder. I'll change that in the next update.

And about sectors scale: well, looks like I'll have to make this feature toggleable via preferences... :blergh:


Sudden unrelated question: is there a way to hide HUD during cutscenes in (G)ZDoom?
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Re: GZDoom Builder 1.12b: GZDoom features in Doom Builder 2

Post by FireSeraphim »

3d mode is now borked because of your change. The 3d mode camera is sunked a bit too deep into the floor when I'm using 3d mode and I have gravity enabled and I happen to be one of the few people who actually uses (GZ)Doombuilder's Gravity Mode in 3D mode.
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Re: GZDoom Builder 1.12b: GZDoom features in Doom Builder 2

Post by Wad'a'Holic »

For years I've had to look at invisible squares to represent model assets for Total Chaos, you sir just changed my life
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