GZDoom Builder 2.3

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Zanieon
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Re: GZDoom Builder 2.3

Post by Zanieon »

Nash wrote:I don't think that's true. I've had hitscans fail when a map crosses roughly +-16k on either X or Y...
Note that hitscans really fails that way if a single sector is too big, if you fragment it in more sectors probably you will not face any trouble, i'm just saying that because i had this problem of a map with more than 32767 m.u and had to split it into a second map.
boris
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Re: GZDoom Builder 2.3

Post by boris »

It was me who implemented the +-32k limit, before that there was no limit at all. It's the technical limit for the file format. It doesn't matter where the map is (I just tried it out and moved a map to the very topleft border of the grid; it played fine), but the size of the maps. I think it's the blockmap size that matters.
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prepper
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Re: GZDoom Builder 2.3

Post by prepper »

MaxED wrote:Looks like I'll need some feedback from Graf first...
MaxED,I found a revision update 2429 it works for me, is the last builder working maybe this can help to found the problem.
Cansteam
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Re: GZDoom Builder 2.3

Post by Cansteam »

Code: Select all

***********SYSTEM INFO***********
OS: Microsoft Windows 8.1
GPU: Intel(R) HD Graphics 5500
GZDB: R2452

********EXCEPTION DETAILS********
IndexOutOfRangeException while loading effect display2d.fx: Index was outside the bounds of the array.
Initial message: 
   at CodeImp.DoomBuilder.Rendering.D3DShader.LoadEffect(String fxfile) in x:\Source\Core\Rendering\D3DShader.cs:line 128
   at CodeImp.DoomBuilder.Rendering.Display2DShader..ctor(ShaderManager manager) in x:\Source\Core\Rendering\Display2DShader.cs:line 51
   at CodeImp.DoomBuilder.Rendering.ShaderManager.ReloadResource() in x:\Source\Core\Rendering\ShaderManager.cs:line 120
   at CodeImp.DoomBuilder.Rendering.ShaderManager..ctor(D3DDevice device) in x:\Source\Core\Rendering\ShaderManager.cs:line 72
   at CodeImp.DoomBuilder.Rendering.D3DDevice.Initialize() in x:\Source\Core\Rendering\D3DDevice.cs:line 311
   at CodeImp.DoomBuilder.MapManager.InitializeNewMap(MapOptions options) in x:\Source\Core\General\MapManager.cs:line 267
   at CodeImp.DoomBuilder.General.NewMap() in x:\Source\Core\General\General.cs:line 1111
   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)
how fix?
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

Try updating your videocard drivers...
Cansteam
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Re: GZDoom Builder 2.3

Post by Cansteam »

Windows says they're all up to date

Edit: Then again, I'm grossly unprofessional and am doubting that the thing i'm checking is the video driver. How do I tell if it is?
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Siberian Tiger
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Re: GZDoom Builder 2.3

Post by Siberian Tiger »

Cansteam wrote:Windows says they're all up to date

Edit: Then again, I'm grossly unprofessional and am doubting that the thing i'm checking is the video driver. How do I tell if it is?
Since you're using Intel's graphics, you can use Intel's web site to guide you through the process if you select the automated process.

Link: https://downloadcenter.intel.com/
Cansteam
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Re: GZDoom Builder 2.3

Post by Cansteam »

Is there any way to make the Invasion game mode spawn spots to appear in the editor?
Gez
 
 
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Re: GZDoom Builder 2.3

Post by Gez »

Use the Zandronum config?
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Mr.Enchanter
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Re: GZDoom Builder 2.3

Post by Mr.Enchanter »

I'm hoping I am posting this in the correct place, please move it if it is not.

I seem to have an issue with the texture selection menu in GZ Doom Builder. I have the latest update, (12/24/15). Below is a screenshot.


-snip-

Any help is appreciated. Thanks.

EDIT:RESOLVED
Last edited by Mr.Enchanter on Fri Dec 25, 2015 10:30 am, edited 1 time in total.
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NeuralStunner
 
 
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Re: GZDoom Builder 2.3

Post by NeuralStunner »

Mr.Enchanter wrote:I seem to have an issue with the texture selection menu in GZ Doom Builder. I have the latest update, (12/24/15). Below is a screenshot.
What's the issue? The only thing I can see amiss there is "Long texture name| OK |s", which isn't especially harmful. (Unless it's preventing the OK button from working properly.)
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Kappes Buur
 
 
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Re: GZDoom Builder 2.3

Post by Kappes Buur »

Mr.Enchanter wrote: I seem to have an issue with the texture selection menu in GZ Doom Builder. I have the latest update, (12/24/15).
Load your map into Slade3 and check that all namespaces are properly set up.
http://zdoom.org/wiki/Namespace

Or, alternatively, make your map available for perusal.
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NeuralStunner
 
 
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Re: GZDoom Builder 2.3

Post by NeuralStunner »

... And thanks to post editing, nobody has any idea what was going on. (Least of all, anyone with a similar problem.)
Cansteam
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Re: GZDoom Builder 2.3

Post by Cansteam »

Gez wrote:Use the Zandronum config?
That didn't work.
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

Open "Configurations\Includes\Zandronum_things.cfg" and uncomment lines, which include "Skulltag_things.cfg".
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