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.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...
GZDoom Builder 2.3
- Zanieon
- Posts: 2059
- Joined: Tue Jan 13, 2009 4:13 pm
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: Somewhere in the future
- Contact:
Re: GZDoom Builder 2.3
Re: GZDoom Builder 2.3
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.
Re: GZDoom Builder 2.3
MaxED,I found a revision update 2429 it works for me, is the last builder working maybe this can help to found the problem.MaxED wrote:Looks like I'll need some feedback from Graf first...
Re: GZDoom Builder 2.3
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)
Re: GZDoom Builder 2.3
Try updating your videocard drivers...
Re: GZDoom Builder 2.3
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?
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?
- Siberian Tiger
- Posts: 476
- Joined: Fri Jun 12, 2009 11:23 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): KUbuntu 22.04.1 LTS
- Graphics Processor: nVidia (Modern GZDoom)
- Location: United States
- Contact:
Re: GZDoom Builder 2.3
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.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?
Link: https://downloadcenter.intel.com/
Re: GZDoom Builder 2.3
Is there any way to make the Invasion game mode spawn spots to appear in the editor?
Re: GZDoom Builder 2.3
Use the Zandronum config?
- Mr.Enchanter
- Posts: 481
- Joined: Sat Mar 21, 2015 3:22 pm
- Location: USA
Re: GZDoom Builder 2.3
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
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.
- NeuralStunner
-
- Posts: 12328
- Joined: Tue Jul 21, 2009 12:04 pm
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: capital N, capital S, no space
- Contact:
Re: GZDoom Builder 2.3
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.)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.
- Kappes Buur
-
- Posts: 4170
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
- Contact:
Re: GZDoom Builder 2.3
Load your map into Slade3 and check that all namespaces are properly set up.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).
http://zdoom.org/wiki/Namespace
Or, alternatively, make your map available for perusal.
- NeuralStunner
-
- Posts: 12328
- Joined: Tue Jul 21, 2009 12:04 pm
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: capital N, capital S, no space
- Contact:
Re: GZDoom Builder 2.3
... And thanks to post editing, nobody has any idea what was going on. (Least of all, anyone with a similar problem.)
Re: GZDoom Builder 2.3
That didn't work.Gez wrote:Use the Zandronum config?
Re: GZDoom Builder 2.3
Open "Configurations\Includes\Zandronum_things.cfg" and uncomment lines, which include "Skulltag_things.cfg".