GZDoom Builder 2.3

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Xaser
 
 
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Re: GZDoom Builder 1.12f: GZDoom features in Doom Builder 2

Post by Xaser »

I'm working on a project with a rather large resource wad, and the newest (SVN) build of the program has serious performance issues with the texture browser. It takes upwards of ten seconds to load the thing, every time I open it (no caching?). It's rather debilitating, enough that I'm probably going to have to downgrade in order to continue working.

This is a rather impressive upgrade to standard DB2, but it still could use some stress-testing.
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MaxED
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Re: GZDoom Builder 1.12f: GZDoom features in Doom Builder 2

Post by MaxED »

Hmm... How many textures do you have there? I've made a test wad with 5193 textures, and it seem to be working fine, no noticeable slowdowns whatsoever...
Wait. OH SHI--
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MaxED
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Re: GZDoom Builder 1.12g: GZDoom features in Doom Builder 2

Post by MaxED »

Ok, this issue is hopefully fixed in 1.12g.
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Kappes Buur
 
 
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Re: GZDoom Builder 1.12g: GZDoom features in Doom Builder 2

Post by Kappes Buur »

This may be a bit tricky, but if you could implement that ...

On medium to large maps, the vertices are very difficult to see, regardless of colour.
For example:

Image
click image for full size

Could it be made that a vertex starts to pulsate, or changes to a somewhat larger size, as the mouse cursor goes over top of it,
so it is easier to mousehandle it ?
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ReedtheStrange
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Re: GZDoom Builder 1.12g: GZDoom features in Doom Builder 2

Post by ReedtheStrange »

One feature that I would kind of like to see in Gzdoom/Zdoom is a pit sector with optional insta-death. Similar to horizon, but the wall texture go downward/upward forever, instead of floor and ceiling textures going forever as is the case with horizon.
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Medricel
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Re: GZDoom Builder 1.12g: GZDoom features in Doom Builder 2

Post by Medricel »

ReedtheStrange wrote:One feature that I would kind of like to see in Gzdoom/Zdoom is a pit sector with optional insta-death. Similar to horizon, but the wall texture go downward/upward forever, instead of floor and ceiling textures going forever as is the case with horizon.
Wrong place for suggestions such as this (It'd probably get 'No'ed anyway). Making such a structure with existing features is easy enough.
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hfc2x
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Re: GZDoom Builder 1.12g: GZDoom features in Doom Builder 2

Post by hfc2x »

ReedtheStrange wrote:One feature that I would kind of like to see in Gzdoom/Zdoom is a pit sector with optional insta-death.
ACS -> [wiki]Sector_SetDamage[/wiki]
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Enjay
 
 
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Re: GZDoom Builder 1.12g: GZDoom features in Doom Builder 2

Post by Enjay »

Also, sector type 115:
115 Damage_InstantDeath
Kills the player instantly.
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Kappes Buur
 
 
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Re: GZDoom Builder 1.12g: GZDoom features in Doom Builder 2

Post by Kappes Buur »

Another request :)

Scrolling the mousewheel zooms in steps of 4% .
Could you implement zooming in 1% steps, maybe through press and hold some key and mousewheel ?
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Xaser
 
 
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Re: GZDoom Builder 1.12g: GZDoom features in Doom Builder 2

Post by Xaser »

MaxED wrote:Ok, this issue is hopefully fixed in 1.12g.
Ah, much obliged! It's lightning-fast now. Thank you for the mega-speedy fix, sir. :)
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MaxED
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Re: GZDoom Builder 1.12g: GZDoom features in Doom Builder 2

Post by MaxED »

Kappes Buur wrote:This may be a bit tricky, but if you could implement that ...

On medium to large maps, the vertices are very difficult to see, regardless of colour.

Could it be made that a vertex starts to pulsate, or changes to a somewhat larger size, as the mouse cursor goes over top of it,
so it is easier to mousehandle it ?
Added in 1.12h:
Image
Kappes Buur wrote:Scrolling the mousewheel zooms in steps of 4% .
Could you implement zooming in 1% steps, maybe through press and hold some key and mousewheel ?
You can already change zoom factor using Preferenses -> Interface -> "Zoom factor". Default setting works pretty well, for me at least, so I just don't feel this feature is important enough to actually implement it... :?
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Uboa
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Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2

Post by Uboa »

For some odd reason, dynamic lights don't even show up in my visual mode. They don't even show up as thing objects, and they don't give off light at all. I'm using the standard Dynamic Light objects. Is there any fix?
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Kappes Buur
 
 
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Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2

Post by Kappes Buur »

Dynamic lights do not show up in Visual Mode, only in GZDoom Visual Mode.

You have to go into Game Configurations ( F6 - Modes ) and enable it.
Then click on the toolbar icon, or in Preferences ( F5 - Controls ) you can bind a key to it.
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Uboa
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Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2

Post by Uboa »

Kappes Buur wrote:Dynamic lights do not show up in Visual Mode, only in GZDoom Visual Mode.

You have to go into Game Configurations ( F6 - Modes ) and enable it.
Then click on the toolbar icon, or in Preferences ( F5 - Controls ) you can bind a key to it.
I am using GZDoom Visual Mode. Sorry about not mentioning that. I've tried both visual modes.
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Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2

Post by Nash »

Uboa wrote:For some odd reason, dynamic lights don't even show up in my visual mode. They don't even show up as thing objects, and they don't give off light at all. I'm using the standard Dynamic Light objects. Is there any fix?
Try not loading zdoom.pk3 (or gzdoom.pk3) loaded as a Resource.
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