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Re: GZDoom Builder 1.12f: GZDoom features in Doom Builder 2
Posted: Tue Sep 04, 2012 7:30 pm
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.
Re: GZDoom Builder 1.12f: GZDoom features in Doom Builder 2
Posted: Wed Sep 05, 2012 1:17 am
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--
Re: GZDoom Builder 1.12g: GZDoom features in Doom Builder 2
Posted: Wed Sep 05, 2012 4:36 am
by MaxED
Ok, this issue is hopefully fixed in 1.12g.
Re: GZDoom Builder 1.12g: GZDoom features in Doom Builder 2
Posted: Wed Sep 05, 2012 10:49 am
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:
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 ?
Re: GZDoom Builder 1.12g: GZDoom features in Doom Builder 2
Posted: Wed Sep 05, 2012 12:35 pm
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.
Re: GZDoom Builder 1.12g: GZDoom features in Doom Builder 2
Posted: Wed Sep 05, 2012 12:40 pm
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.
Re: GZDoom Builder 1.12g: GZDoom features in Doom Builder 2
Posted: Wed Sep 05, 2012 2:15 pm
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]
Re: GZDoom Builder 1.12g: GZDoom features in Doom Builder 2
Posted: Wed Sep 05, 2012 3:31 pm
by Enjay
Also, sector type 115:
115 Damage_InstantDeath
Kills the player instantly.
Re: GZDoom Builder 1.12g: GZDoom features in Doom Builder 2
Posted: Wed Sep 05, 2012 4:24 pm
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 ?
Re: GZDoom Builder 1.12g: GZDoom features in Doom Builder 2
Posted: Wed Sep 05, 2012 8:54 pm
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.

Re: GZDoom Builder 1.12g: GZDoom features in Doom Builder 2
Posted: Fri Sep 07, 2012 7:55 am
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:
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...

Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2
Posted: Sat Sep 08, 2012 6:14 pm
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?
Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2
Posted: Sat Sep 08, 2012 10:51 pm
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.
Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2
Posted: Sat Sep 08, 2012 11:25 pm
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.
Re: GZDoom Builder 1.12h: GZDoom features in Doom Builder 2
Posted: Sun Sep 09, 2012 3:26 am
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.