GZDoom Builder 2.3

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A.Gamma
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Re: GZDoom Builder 2.3

Post by A.Gamma »

Just had an horrible crash while mapping in Boom format.

Code: Select all

***********SYSTEM INFO***********
OS: Microsoft Windows 8.1 Pro
GPU: NVIDIA GeForce GT 520 
GZDB: R2445

********EXCEPTION DETAILS********
Renderer starting called before finished previous layer. Call Finish() first!
   at CodeImp.DoomBuilder.Rendering.Renderer2D.StartOverlay(Boolean clear) in x:\Source\Core\Rendering\Renderer2D.cs:line 720
   at CodeImp.DoomBuilder.BuilderModes.LinedefsMode.OnRedrawDisplay() in x:\Source\Plugins\BuilderModes\ClassicModes\LinedefsMode.cs:line 420
   at CodeImp.DoomBuilder.Windows.MainForm.RedrawDisplay() in x:\Source\Core\Windows\MainForm.cs:línea 1018
   at CodeImp.DoomBuilder.BuilderModes.LinedefsMode.OnMouseMove(MouseEventArgs e) in x:\Source\Plugins\BuilderModes\ClassicModes\LinedefsMode.cs:line 659
   at CodeImp.DoomBuilder.Windows.MainForm.display_MouseMove(Object sender, MouseEventArgs e) in x:\Source\Core\Windows\MainForm.cs:line 1191
   at System.Windows.Forms.Control.OnMouseMove(MouseEventArgs e)
   at System.Windows.Forms.Control.WmMouseMove(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.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)
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

kodi wrote: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.
No. But you can export the map to .obj and render that however you like (including top-down view).
printz wrote:Whenever I start a new Heretic/UDMF map, I get this fatal error:...
Remove USDF.dll from the Plugins folder.
A.Gamma wrote:Just had an horrible crash while mapping in Boom format.
Addressed.
TwinBeast
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Joined: Thu Dec 03, 2015 9:35 am

Re: GZDoom Builder 2.3

Post by TwinBeast »

Just noticed, if I edit a level in an IWAD and save it.. the header changes to PWAD. (this is also in DB2.. but not in DB1)

Also the Line Flags display area could be a tall enough to fit 16 flags without scrollbar?
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Jaxxoon R
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Re: GZDoom Builder 2.3

Post by Jaxxoon R »

You know what would make me love you forever?
If the Fit Textures action worked on floors and ceilings well :3:
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

TwinBeast wrote:Just noticed, if I edit a level in an IWAD and save it.. the header changes to PWAD. (this is also in DB2.. but not in DB1)
ZDoom can launch a PWADs using -iwad command line parameter if they have all required data.
TwinBeast wrote:Also the Line Flags display area could be a tall enough to fit 16 flags without scrollbar?
I don't think Doom/Boom/Hexen map formats have this many Linedef flags (and there are already more than this in UDMF).
Jaxxoon R wrote:You know what would make me love you forever?
If the Fit Textures action worked on floors and ceilings well :3:
1. Not sure if want :?
2. You can already adjust floor/ceiling textures easily using "Floor Align Mode" and "Ceiling Align Mode".
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Jaxxoon R
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Re: GZDoom Builder 2.3

Post by Jaxxoon R »

Hee hee well tgen, I noticed that these 3d floors do not work correctish. they should not be this light in the thing.
Image
I think it is because I put glow flat effect on sky texture, not sure. I will investigate futher when it is not 1 37 am in the morning.
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ibm5155
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Re: GZDoom Builder 2.3

Post by ibm5155 »

Idk what I did, I just created an external acs source file, renamed it, and then boom, Error.
The thing is, I cannot even open my map anymore ;--;

Code: Select all

***********SYSTEM INFO***********
OS: Microsoft Windows 10 Education
GPU: Intel(R) HD Graphics 4000
GZDB: R2431

********EXCEPTION DETAILS********
Caracteres inválidos no caminho.
   em System.IO.Path.CheckInvalidPathChars(String path)
   em System.IO.Path.GetFileName(String path)
   em CodeImp.DoomBuilder.GZBuilder.GZDoom.AcsParserSE.Parse(Stream stream, String sourcefilename, List`1 configincludes, Boolean processincludes, Boolean isinclude) na x:\Source\Core\GZBuilder\GZDoom\AcsParserSE.cs:linha 172
   em CodeImp.DoomBuilder.MapManager.UpdateScriptNames() na x:\Source\Core\General\MapManager.cs:linha 1917
   em CodeImp.DoomBuilder.MapManager.UpdateScriptNames(Boolean logerrors) na x:\Source\Core\General\MapManager.cs:linha 1868
   em CodeImp.DoomBuilder.MapManager.InitializeOpenMap(String filepathname, MapOptions options) na x:\Source\Core\General\MapManager.cs:linha 441
   em CodeImp.DoomBuilder.General.OpenMapFileWithOptions(String filename, MapOptions options) na x:\Source\Core\General\General.cs:linha 1373
   em CodeImp.DoomBuilder.General.OpenMapFile(String filename, MapOptions options) na x:\Source\Core\General\General.cs:linha 1347
   em CodeImp.DoomBuilder.General.OpenMap() na x:\Source\Core\General\General.cs:linha 1229
   em CodeImp.DoomBuilder.Actions.Action.Begin() na x:\Source\Core\Actions\Action.cs:linha 252
   em CodeImp.DoomBuilder.Actions.ActionManager.InvokeAction(String actionname) na x:\Source\Core\Actions\ActionManager.cs:linha 423
   em CodeImp.DoomBuilder.Windows.MainForm.InvokeTaggedAction(Object sender, EventArgs e) na x:\Source\Core\Windows\MainForm.cs:linha 445
   em System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   em System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
   em System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   em System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   em System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   em System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   em System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   em System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   em System.Windows.Forms.Control.WndProc(Message& m)
   em System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   em System.Windows.Forms.ToolStrip.WndProc(Message& m)
   em System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   em System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   em System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
EDIT: Map link http://www.mediafire.com/download/1b1dm ... JS_map.wad
EDIT2: both SLADE3 and Gzdoom can open the map just fine
EDIT3: I just suspect it's something related to the acs window where it show all the opened scripts, if there's a way to clean the opened files in some gzdoom builder cache I'll just do it

EDIT4: Removing the Behavior + Scripts file fixed the problem

EDIT5: Way, another edit :D
I found the iuse, it looks like when you include a invalid path, gzdoom builder will break.
tested example : "#include ACS/hue.acs"
on my case, the folder ACS exist, but not the file.
Last edited by ibm5155 on Mon Dec 14, 2015 12:29 pm, edited 2 times in total.
TwinBeast
Posts: 4
Joined: Thu Dec 03, 2015 9:35 am

Re: GZDoom Builder 2.3

Post by TwinBeast »

The IWAD/PWAD issue seems to be with the -iwad parameter. If the wad that is supposed to be an IWAD is not an IWAD, the -iwad "%WP" in the testing parameters results in -iwad "" sent to the command line, while if it is an IWAD, then "%WP" use the correct iwad path inside the "". My engine thing can also handle PWAD like an IWAD if it has all the content, but apparently didn't like it if the -iwad parameter tried to load nothing (I changed my engine behaviour to find default iwad name with bad -iwad parameters). Still, I think it would be better to not change the wad header.

I have 16 flags for the lines with Doom format map... Which seems to be the maximum that Doom/Hexen formats can handle. Would be nice if it could handle that much without scrollbar.
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printz
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Re: GZDoom Builder 2.3

Post by printz »

Is the UDMF TEXTMAP namespace hardcoded to "zdoom"?

I'm trying to load a UDMF map with namespace="doom". It has the following layout:

MAP01
TEXTMAP
SEGS
SSECTORS
NODES
REJECT
BLOCKMAP
ENDMAP

It basically uses the vanilla Doom postprocess lumps (i.e. everything that doesn't go into TEXTMAP), and itself it's a vanilla Doom map written in UDMF (hence the "doom" namespace). The question is: can I configure the GZDoomBuilder files to support other UDMF namespaces than ZDoom? Or maybe maps which don't have ZNODES.

Reason: I'm developing UDMF on the Eternity Engine. The current postprocess lump setup (or whatever has to be between TEXTMAP and ENDMAP) is not decided yet though, but converting vanilla or Boom maps to UDMF was the easiest thing for me to test during development.
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

You'll need to create a separate game configuration to do that (or edit ZDoom one if you prefer quick'n'dirty approach :) ).
DB2 (and GZDB) determines the map format by comparing lump names in the map's namespace with the ones defined in each game configuration. If a lump name is not found among these, or it has "forbidden" property set, game configuration is skipped. For UDMF, these lump names are defined in the "maplumpnames" block (ZDoom_common.cfg, line 335).
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printz
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Re: GZDoom Builder 2.3

Post by printz »

Thanks a lot, I'll try that!
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

ibm5155 wrote:Idk what I did, I just created an external acs source file, renamed it, and then boom, Error.
The thing is, I cannot even open my map anymore ;--;
#include directive in SCRIPTS, line 45 is missing the closing quote, which currently causes a great unsettling in GZDB.
Fun fact: you can crash DB2 DECORATE parser using the same technique.
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ibm5155
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Re: GZDoom Builder 2.3

Post by ibm5155 »

Oh, I didn't noticed that too :s, hmm, so I missreported the error, it's not failing to find a invalid path, it just breaks if it's missing the last the closing quote.
Oh, this makes me remember from some bad ansi C times, where I missed the ';' symbol on the last line of a header file, oh, this just makes the compiler crazy :s

EDIT:
That too
v
Last edited by ibm5155 on Tue Dec 15, 2015 5:37 am, edited 1 time in total.
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Tormentor667
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Re: GZDoom Builder 2.3

Post by Tormentor667 »

Thanks for adding the visual help for dyn-lights in classic mode
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phantombeta
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Re: GZDoom Builder 2.3

Post by phantombeta »

Heya.
Could an option to disable the script window always staying on top of the main window be added? It's kinda annoying IMO...
(inb4 there's one and I just didn't see it.)
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