GZDoom Builder 2.3

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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

phantombeta wrote:Could an option to disable the script window always staying on top of the main window be added?
There is one and you just don't see it.
Spoiler:
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phantombeta
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Re: GZDoom Builder 2.3

Post by phantombeta »

Thanks. (I think I need to get glasses... >.<)
Also, can a plugin add new panels? I'd love to have the script editor as a panel instead of a window. (I also would add my own features to it to make my life easier)
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

It can. For example, CommentsPanel plugin adds one.
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FireSeraphim
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Re: GZDoom Builder 2.3

Post by FireSeraphim »

I would like to request the option to specify -noautoload and -nomusic in the testing options for a couple of reasons
  • Editing GZDoom.ini to remove my autoloading options when I need to test my mod's levels in a "unaltered beside what the mod tweaks" environment every time is kinda a pain in the arse, especially when I'm trying to account for people who don't use gzdoom's autoload feature.
  • having -nomusic in the testing option would be a godsend for testing ambient sounds and reverb, and sometimes I just want to listen to my own music as opposed to the music of the level I'm working on when testing.
I hope you'll consider these features
boris
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Re: GZDoom Builder 2.3

Post by boris »

You can add any parameters you want. Just check the "Customize parameters" checkbox.
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BombChel
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Re: GZDoom Builder 2.3

Post by BombChel »

BombChel wrote: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
Sorry if bumping is frowned upon, but a few days and two pages later I'm still hoping I can get some help. Problem hasn't disappeared so I can't use the editor at all. :/
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

Try running dxwebsetup.exe from GZDB_Prerequisites.7z...
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BombChel
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Re: GZDoom Builder 2.3

Post by BombChel »

Yes! That actually works, thank you! The dxwebsetup that I downloaded straight from Microsoft just gave this stupid error:

Image

But anyway, yeah, thanks again!
jmickle
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Re: GZDoom Builder 2.3

Post by jmickle »

Feature request:

Option to automatically track all resources for changes, and reload resources when changes are detected.

This would make previewing textures much quicker, being able to have the changes update with a 3d view open in the background while editing/saving textures in photoshop etc.
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Tormentor667
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Re: GZDoom Builder 2.3

Post by Tormentor667 »

Feature Suggestion
In the "tag" field, you can use the expression ">=N" to give multiple lines/sectors/things a unique tag, starting with N and going up according to the amount of sectors. Could you also add this function to other fields, for example to a line special's tag field (or simply globally)? That way you could easily generate tags and also connect them with specials (useful for a 3d staircase)
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Kappes Buur
 
 
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Re: GZDoom Builder 2.3

Post by Kappes Buur »

Tormentor667 wrote: That way you could easily generate tags
Would the Tagrange plugin be helpful for you?
Spoiler:
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Tormentor667
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Re: GZDoom Builder 2.3

Post by Tormentor667 »

Aaah, that might work too, but my suggestion isn't that bad in top :)
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MartinHowe
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Re: GZDoom Builder 2.3

Post by MartinHowe »

Sorry to be a pain :)

Latest update: 2.3.0.2448 just downloaded a few minutes ago.

Script lump contents:

Code: Select all

#include "map01acs/map01.acs"
Result:

Code: Select all

Script Editor:
Error in SCRIPTS lump:
"Unable to include file 'map01acs/map01.acs'!
In the previous version of GZDB it worked fine. Am I doing something that has since been deprecated? The folder "map01acs" is located in the usual maps folder (maps) as the map01.wad file.
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

MartinHowe wrote:In the previous version of GZDB it worked fine.
In previous versions of GZDB it was silently ignored.
MartinHowe wrote:The folder "map01acs" is located in the usual maps folder (maps) as the map01.wad file.
Can you provide an example of some kind, because I don't get this explanation at all?..
*.acs include path should be relative to the root path of the resource this file is located in. In your example it should probably be #include "maps/map01acs/map01.acs"
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printz
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Re: GZDoom Builder 2.3

Post by printz »

Bug in GZDoom Builder: UDMF keys are treated as case-sensitive. For example if you start a TEXTMAP with Namespace = "zDoom"; it will fail. You have to start it with namespace. Keys shouldn't be case-sensitive.

It says "Invalid characters in key name" when this happens.
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