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Re: GZDoom Builder 2.3

Posted: Thu Dec 31, 2015 12:45 pm
by MaxED
Doom Juan wrote:Is it possible to implement a means of keeping track of polyobject numbers?
Tag Explorer Polyobjects.jpg
Cynda wrote:I can't open my maps any more since GZDoom_Builder-r2461 SVN. It immediately results in an app crash after loading my custom map.
I can't do anything about this without a crash log (yes, that long & uninteresting text, which starts with "********SYSTEM INFO********") or (even better) a map to look at...

Re: GZDoom Builder 2.3

Posted: Thu Dec 31, 2015 8:56 pm
by hfc2x
Does somebody have a mirror for the DirectX9 installer? Microsoft wants me to download Windows 10 instead.

Re: GZDoom Builder 2.3

Posted: Fri Jan 01, 2016 12:08 am
by Zanieon

Re: GZDoom Builder 2.3

Posted: Fri Jan 01, 2016 11:40 am
by hfc2x
Exactly. Thanks!

Re: GZDoom Builder 2.3

Posted: Sat Jan 02, 2016 5:09 pm
by Siberian Tiger
GZDoom Builder crashed but I can't replicate the issue - it's merely intermittent. I have posted the crash log, but I don't know if that is enough.

Code: Select all

***********SYSTEM INFO***********
OS: Microsoft Windows 10 Pro
GPU: NVIDIA GeForce GTX 580
GZDB: R2463

********EXCEPTION DETAILS********
D3DERR_INVALIDCALL: Invalid call (-2005530516)
   at SlimDX.Result.Throw[T](Object dataKey, Object dataValue)
   at SlimDX.Result.Record[T](Int32 hr, Boolean failed, Object dataKey, Object dataValue)
   at SlimDX.Direct3D9.Device.BeginScene()
   at CodeImp.DoomBuilder.Rendering.D3DDevice.StartRendering(Boolean clear, Color4 backcolor, Surface target, Surface depthbuffer) in x:\Source\Core\Rendering\D3DDevice.cs:line 451
   at CodeImp.DoomBuilder.Rendering.Renderer3D.Start() in x:\Source\Core\Rendering\Renderer3D.cs:line 338
   at CodeImp.DoomBuilder.BuilderModes.BaseVisualMode.OnRedrawDisplay() in x:\Source\Plugins\BuilderModes\VisualModes\BaseVisualMode.cs:line 1228
   at CodeImp.DoomBuilder.Windows.MainForm.RedrawDisplay() in x:\Source\Core\Windows\MainForm.cs:line 1015
   at CodeImp.DoomBuilder.VisualModes.VisualMode.OnProcess(Single deltatime) in x:\Source\Core\VisualModes\VisualMode.cs:line 1139
   at CodeImp.DoomBuilder.BuilderModes.BaseVisualMode.OnProcess(Single deltatime) in x:\Source\Plugins\BuilderModes\VisualModes\BaseVisualMode.cs:line 1204
   at CodeImp.DoomBuilder.Windows.MainForm.processor_Tick(Object sender, EventArgs e) in x:\Source\Core\Windows\MainForm.cs:line 4003
   at System.Windows.Forms.Timer.OnTick(EventArgs e)
   at System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
This occurred when I entered into (GZ) Visual Mode and moved the editor camera left after changing a sidedef texture.
MAP: AiluropodaMelanoleuca
POS: ~ (2048, 768, [unknown]); facing south

Re: GZDoom Builder 2.3

Posted: Sun Jan 03, 2016 1:34 am
by enderkevin13
I know this isn't guaranteed probably, but do you plan on ever releasing a version for Linux operating systems?

Re: GZDoom Builder 2.3

Posted: Sun Jan 03, 2016 8:09 am
by Siberian Tiger
enderkevin13 wrote:I know this isn't guaranteed probably, but do you plan on ever releasing a version for Linux operating systems?
Here's the old discussion I'm regards to that very question.

Edit:
If you are running a GNU/Linux, you can try to run (GZ)DB in Wine or go with a hyper-visor.

Re: GZDoom Builder 2.3

Posted: Sun Jan 03, 2016 9:07 pm
by Siberian Tiger
I seem to be on a roll with breaking things lately....

GZDoom Builder crashed suddenly, but I don't know how to reproduce it or provide details as to how or why as this happened when I left the editor alone for ~ 5 seconds after leaving the (GZ) Visual Mode. I provided the crash log below, if it helps at all.

Code: Select all

***********SYSTEM INFO***********
OS: Microsoft Windows 10 Pro
GPU: NVIDIA GeForce GTX 580
GZDB: R2464

********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.D3DDevice.Reset() in x:\Source\Core\Rendering\D3DDevice.cs:line 418
   at CodeImp.DoomBuilder.Windows.MainForm.redrawtimer_Tick(Object sender, EventArgs e) in x:\Source\Core\Windows\MainForm.cs:line 1063
   at System.Windows.Forms.Timer.OnTick(EventArgs e)
   at System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
MAP: AiluropodaMelanoleuca

EDIT:
Before the crash, the GZDoom.exe ran rather poorly - dropped frames. However, after the crash and starting a fresh instance of the editor - GZDoom.exe is running smooth. I don't know if this information is useful at all, since I don't know how to reproduce the initial crash, I am at a loss. Could it be just that I usually leave the editor running for days? (24hrs or more, typical)

Re: GZDoom Builder 2.3

Posted: Tue Jan 05, 2016 3:37 pm
by LugiasBitch
Hey. I am just another moron who uses this editor... and if I'm honest, I really was hoping I wouldn't have to make a Zdoom account just to post about this issue, but its really getting on my nerves. I'm working on a mod which utilizes a huge amount of custom "things", but for whatever reason, a certain update suddenly started giving me this error when I'd load up a map to edit, and all the updates that followed continued to give me the error.

DECORATE error in 'C:\Documents and Settings\****\My Documents\Doom Stuff\****'s Archive\*WAD file name here*.wad\DECORATE#3', line 2. Unable to load 'C:\Documents and Settings\****\My Documents\Doom Stuff\****'s Archive\*WAD file name here*.wad\ICODIE#6'.

This never happened until an update that was posted around a month or two ago, and I believe that it might be preventing any custom things from being loaded in the things menu, forcing me to manually enter the thing number that I am looking for, which is a major hassle since my things aren't organized and there's a pretty large number of them.

I'm sorry I can't explain this any better, but I don't know too much about programming.

Re: GZDoom Builder 2.3

Posted: Tue Jan 05, 2016 9:35 pm
by Siberian Tiger
Can you post your wad and resources that you're using? MaxED might need it to figure out what's going on with your map or project.

Re: GZDoom Builder 2.3

Posted: Wed Jan 06, 2016 4:50 am
by MaxED
Does "ICODIE" lump contain any data at all? And if it's not, why is it #included to begin with?

Re: GZDoom Builder 2.3

Posted: Wed Jan 06, 2016 6:37 am
by Archi
Hey. Just updated my GZDB and was flying around the map then it crashed.
Here's a crash report:
Spoiler:

Re: GZDoom Builder 2.3

Posted: Wed Jan 06, 2016 9:43 am
by LugiasBitch
ICODIE does have data, and is technically marked as a DECORATE script. I assume the editor itself is getting thrown off by the fact that I have several DECORATE lumps in the mod itself, but for it to suddenly start happening after a specific update...

If you're adamant about seeing for yourself, here are the files. I'll also include a text file explaining how I do my editing so you have a better chance to replicate the issue.
https://www.dropbox.com/s/qmdapeep12w0c ... g.zip?dl=0

Also, I apolagize the file(s) add up to 100+ Megabytes. Most of that is sound data and sprite/graphics.

Re: GZDoom Builder 2.3

Posted: Wed Jan 06, 2016 10:51 am
by Numnzel
I feel the necesity of disable those light area indicators, they're fine but annoying when I'm not working with lights. There is a way to do it?
Thanks in advance.

Re: GZDoom Builder 2.3

Posted: Wed Jan 06, 2016 11:44 am
by MaxED
LugiasBitch wrote:ICODIE does have data, and is technically marked as a DECORATE script.
Looks pretty darn empty to me...
icodie.jpg