GZDoom Builder 2.3

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Zeberpal
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Re: GZDoom Builder 2.3

Post by Zeberpal »

I wonder if this was asked before. How does Pitch setting work? Tried to apply it on Skybox Viewpoint - no effect. Is it supposed to work with stuff like 3d models/voxels?
PWAD Pete
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Re: GZDoom Builder 2.3

Post by PWAD Pete »

Ok, I found out why there was an issue with my pk3. Apparently GZDoom Builder didn't like that I was using a pipe character "|" in one of the subfolders in the pk3, so it excluded all of the pk3's resources. Why? Zdoom/GZdoom don't have issues with that character. It took me a while to figure out what was the issue, but I hope this information could help out other people who might have the same problem.
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Marrub
 
 
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Re: GZDoom Builder 2.3

Post by Marrub »

Hi, I have 143 sectors and they all need to have the same skybox. How the hell would I do that without going completely insane?
Spoiler:
edit: image was bigger than I thought, spoilered
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Tormentor667
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Re: GZDoom Builder 2.3

Post by Tormentor667 »

Skybox Picker
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hjalg
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Re: GZDoom Builder 2.3

Post by hjalg »

MaxED wrote:
Sandro wrote:It seems the "Select Similar" function is not working properly.
Fixed. Tag comparison logic was inverted...
Looks like "Select Similar" for sidedef is still bugged, because it selects all sidedefs on the map.
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Marrub
 
 
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Re: GZDoom Builder 2.3

Post by Marrub »

Tormentor667 wrote:Skybox Picker
That's the issue, I would have to place 143 individual skybox picker actors in order to do that.
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Marrub
 
 
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Re: GZDoom Builder 2.3

Post by Marrub »

Oh, actually, nevermind. I just figured out how.
Select all the sectors, go to Sectors -> Place Things, and select Skybox Picker.
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

hjalg wrote:Looks like "Select Similar" for sidedef is still bugged, because it selects all sidedefs on the map.
Works fine on my side. Which settings are you using?
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hjalg
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Re: GZDoom Builder 2.3

Post by hjalg »

MaxED wrote:
hjalg wrote:Looks like "Select Similar" for sidedef is still bugged, because it selects all sidedefs on the map.
Works fine on my side. Which settings are you using?
GZDoom Builder 2.3.0.2444, GZDoom: Doom 2 (UDMF). Steps to reproduce:

1. Create a room with 4 walls
2. Set a different texture for 2 walls
3. Select wall then click "Linedefs" -> "Select Similar" -> "Sidedefs" -> "Middle texture"
4. Then editor selects 4 walls instead of 2

Another bug with similar linedefs:
1. Create a room with 4 walls
2. Set a 1 tag for 2 walls
3. Select wall with tag 1 then click "Linedefs" -> "Select Similar" -> "Linedefs" -> "Tags"
4. Editor selects 2 walls without tags, but doesn't select the last wall with tag 1
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Tormentor667
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Re: GZDoom Builder 2.3

Post by Tormentor667 »

Feature suggestion: Would it be possible to add a visual aid that shows the color and radius of dynamic lights also in 2d mode?
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

hjalg wrote:1. Create a room with 4 walls
2. Set a different texture for 2 walls
3. Select wall then click "Linedefs" -> "Select Similar" -> "Sidedefs" -> "Middle texture"
4. Then editor selects 4 walls instead of 2
Adressed. Sidedef properties were compared only when "Sidedef properties" flag was checked on the "Linedefs" tab, which was kinda unintuitive (I've missed that flag when testing this case), so I've removed it.
hjalg wrote: 1. Create a room with 4 walls
2. Set a 1 tag for 2 walls
3. Select wall with tag 1 then click "Linedefs" -> "Select Similar" -> "Linedefs" -> "Tags"
4. Editor selects 2 walls without tags, but doesn't select the last wall with tag 1
Unable to reproduce. Post an example map...
Tormentor667 wrote:Feature suggestion: Would it be possible to add a visual aid that shows the color and radius of dynamic lights also in 2d mode?
Thing boxes of dynamic light actors are already colored using light color in Classic modes. I'll see what I can do about showing the light radius tomorrow...
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BombChel
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Re: GZDoom Builder 2.3

Post by BombChel »

Maybe I'm just silly but I can't seem to get DirectX 9 to install/work/whatever. I used the Installer and apparently it didn't install the runtime, so I tried the setup straight from the Microsoft site and it just brickwalls me with a note that I have to be using 98/2000/XP to install. I'm running Windows 10. Am I just SOL, or is there a workaround? I looked a few pages back to see if anyone else had the same problem but ain't nobody got time to look through all 200+ pages.

Any help would be appreciated plox
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Tormentor667
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Re: GZDoom Builder 2.3

Post by Tormentor667 »

MaxED wrote:Thing boxes of dynamic light actors are already colored using light color in Classic modes. I'll see what I can do about showing the light radius tomorrow...
Sounds great, thanks alot
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kodi
 
 
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Re: GZDoom Builder 2.3

Post by kodi »

Is it possible to export the top down view of a map as an image? Without any of the linedefs lines, thing markers or vertex points visible in the editor that is. It would make for a great base image to paint over in photoshop and use as a background in an ACS minimap script.
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printz
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Re: GZDoom Builder 2.3

Post by printz »

Whenever I start a new Heretic/UDMF map, I get this fatal error:
Spoiler:
The transcript is:

Code: Select all

***********SYSTEM INFO***********
OS: Microsoft Windows 8.1 Pro
GPU: NVIDIA GeForce 9600 GT
GZDB: R2445

********EXCEPTION DETAILS********
Method not found: 'Void CodeImp.DoomBuilder.Windows.IMainForm.AddMenu(System.Windows.Forms.ToolStripMenuItem, CodeImp.DoomBuilder.Windows.MenuSection)'.
   at CodeImp.DoomBuilder.USDF.ToolsForm..ctor()
   at CodeImp.DoomBuilder.USDF.BuilderPlug.Load()
   at CodeImp.DoomBuilder.USDF.BuilderPlug.OnMapNewEnd()
   at CodeImp.DoomBuilder.Plugins.PluginManager.OnMapNewEnd() in x:\Source\Core\Plugins\PluginManager.cs:line 278
   at CodeImp.DoomBuilder.General.NewMap() in x:\Source\Core\General\General.cs:line 1116
   at CodeImp.DoomBuilder.Actions.Action.Begin() in x:\Source\Core\Actions\Action.cs:line 252
   at CodeImp.DoomBuilder.Actions.ActionManager.InvokeAction(String actionname) in x:\Source\Core\Actions\ActionManager.cs:line 423
   at CodeImp.DoomBuilder.Windows.MainForm.InvokeTaggedAction(Object sender, EventArgs e) in x:\Source\Core\Windows\MainForm.cs:line 445
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
If I click "OK" from the simple message box, another panic dialog appears which no longer gives me the option to continue. Help! The transcript is this:

Code: Select all

Method not found: 'Void CodeImp.DoomBuilder.Windows.IMainForm.RemoveMenu(System.Windows.Forms.ToolStripMenuItem)'.
   at CodeImp.DoomBuilder.USDF.ToolsForm.Dispose(Boolean disposing)
   at System.ComponentModel.Component.Finalize()
Locked

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