How didn't you notice it before? Just wondering...
same way i didn't notice the grid scaler; it's already easy to miss a text button if you don't know it exists, but if it's an icon alone, it's extremely nondescripit, especially when you don't know what to look for
Re: GZDoom Builder 2.3
Posted: Thu Jan 14, 2016 12:09 am
by ZZYZX
http://imgur.com/a/ochxW
I shift-clicked one top side of this window, and it selected the opposite side for some reason. There is no connection between these.
Looks like the "select similar" feature doesn't differentiate between front and back sides of a line when traversing sectors...
After some investigation, this happens because both sides originally had no texture, as well as slope anchor linedefs of the sloped edges.
So when I first selected everything with shift-click, the invisible slope edges also got selected and had the texture set, and now participate in selection.
Re: GZDoom Builder 2.3
Posted: Thu Jan 14, 2016 5:46 am
by MaxED
Fixed. Also classic skies are now a sphere
Re: GZDoom Builder 2.3
Posted: Thu Jan 14, 2016 6:21 am
by Marrub
Apologies if this has been asked before, but will there be Line_Horizon rendering?
Re: GZDoom Builder 2.3
Posted: Thu Jan 14, 2016 8:12 am
by Siberian Tiger
I EARNED A NEW AWCHIFFMINT!!! !
I seemed to be crashing a lot with the latest revision, sadly all of them - I don't know how to reproduce any of them...
After pasting textures on to single-sided sidedefs and flats, I received this specific crash:
[spoiler="Achievement Unlocked: CRASH TIME!]
***********SYSTEM INFO***********
OS: Microsoft Windows 10 Pro
GPU: NVIDIA GeForce GTX 580
GZDB: R2469
********EXCEPTION DETAILS********
Object reference not set to an instance of an object.
at CodeImp.DoomBuilder.Rendering.World3DShader.set_WorldViewProj(Matrix value) in x:\Source\Core\Rendering\World3DShader.cs:line 61
at CodeImp.DoomBuilder.Rendering.Renderer3D.ApplyMatrices3D() in x:\Source\Core\Rendering\Renderer3D.cs:line 325
at CodeImp.DoomBuilder.Rendering.Renderer3D.CreateProjection() in x:\Source\Core\Rendering\Renderer3D.cs:line 289
at CodeImp.DoomBuilder.VisualModes.VisualMode.OnEngage() in x:\Source\Core\VisualModes\VisualMode.cs:line 159
at CodeImp.DoomBuilder.BuilderModes.BaseVisualMode.OnEngage() in x:\Source\Plugins\BuilderModes\VisualModes\BaseVisualMode.cs:line 1056
at CodeImp.DoomBuilder.Editing.EditingManager.ChangeMode(EditMode nextmode) in x:\Source\Core\Editing\EditingManager.cs:line 370
at CodeImp.DoomBuilder.Editing.EditModeInfo.UserSwitchToMode() in x:\Source\Core\Editing\EditModeInfo.cs:line 169
at CodeImp.DoomBuilder.Actions.Action.Begin() in x:\Source\Core\Actions\Action.cs:line 252
at CodeImp.DoomBuilder.Actions.ActionManager.BeginActionByKey(Int32 key, Boolean repeated) in x:\Source\Core\Actions\ActionManager.cs:line 558
at CodeImp.DoomBuilder.Actions.ActionManager.KeyPressed(Int32 key) in x:\Source\Core\Actions\ActionManager.cs:line 497
at CodeImp.DoomBuilder.Windows.MainForm.MainForm_KeyDown(Object sender, KeyEventArgs e) in x:\Source\Core\Windows\MainForm.cs:line 1378
at System.Windows.Forms.Control.OnKeyDown(KeyEventArgs e)
at System.Windows.Forms.Control.ProcessKeyEventArgs(Message& m)
at System.Windows.Forms.Control.ProcessKeyMessage(Message& m)
at System.Windows.Forms.Control.WmKeyChar(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at CodeImp.DoomBuilder.Windows.MainForm.WndProc(Message& m) in x:\Source\Core\Windows\MainForm.cs:line 3868
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)
There is another crash I experienced just by resizing the editor (or atleast that was how I got it to act-up), but I can't specifically reproduce it again... I'll report anything more I find.
EDIT: I think I was able to figure out how to reproduce the error; atleast for the crash that I posted
Open map
Go to GZ VM (virtual mode)
Enable (or re-enable) the status bar
<GZDoom Builder VM is locked>
Leave VM using hotkey and re-enter into the VM for the initial crash.
Re: GZDoom Builder 2.3
Posted: Thu Jan 14, 2016 8:31 am
by kodi
When going back to the editor after having playtested a map with F9, I recieve an error if the first thing I do is press Q to enter visual mode.
Spoiler:
********EXCEPTION DETAILS********
Objektreferensen har inte angetts till en instans av ett objekt (translation: "The object reference hasn't been assigned to the instance of an object")
vid CodeImp.DoomBuilder.Rendering.World3DShader.set_WorldViewProj(Matrix value) i x:\Source\Core\Rendering\World3DShader.cs:rad 61
vid CodeImp.DoomBuilder.Rendering.Renderer3D.ApplyMatrices3D() i x:\Source\Core\Rendering\Renderer3D.cs:rad 325
vid CodeImp.DoomBuilder.Rendering.Renderer3D.CreateProjection() i x:\Source\Core\Rendering\Renderer3D.cs:rad 289
vid CodeImp.DoomBuilder.VisualModes.VisualMode.OnEngage() i x:\Source\Core\VisualModes\VisualMode.cs:rad 159
vid CodeImp.DoomBuilder.BuilderModes.BaseVisualMode.OnEngage() i x:\Source\Plugins\BuilderModes\VisualModes\BaseVisualMode.cs:rad 1056
vid CodeImp.DoomBuilder.Editing.EditingManager.ChangeMode(EditMode nextmode) i x:\Source\Core\Editing\EditingManager.cs:rad 370
vid CodeImp.DoomBuilder.Editing.EditModeInfo.UserSwitchToMode() i x:\Source\Core\Editing\EditModeInfo.cs:rad 169
vid CodeImp.DoomBuilder.Actions.Action.Begin() i x:\Source\Core\Actions\Action.cs:rad 252
vid CodeImp.DoomBuilder.Actions.ActionManager.BeginActionByKey(Int32 key, Boolean repeated) i x:\Source\Core\Actions\ActionManager.cs:rad 558
vid CodeImp.DoomBuilder.Actions.ActionManager.KeyPressed(Int32 key) i x:\Source\Core\Actions\ActionManager.cs:rad 497
vid CodeImp.DoomBuilder.Windows.MainForm.MainForm_KeyDown(Object sender, KeyEventArgs e) i x:\Source\Core\Windows\MainForm.cs:rad 1378
vid CodeImp.DoomBuilder.Windows.MainForm.display_PreviewKeyDown(Object sender, PreviewKeyDownEventArgs e) i x:\Source\Core\Windows\MainForm.cs:rad 1474
vid System.Windows.Forms.Control.OnPreviewKeyDown(PreviewKeyDownEventArgs e)
vid System.Windows.Forms.Control.PreProcessControlMessageInternal(Control target, Message& msg)
vid System.Windows.Forms.Application.ThreadContext.PreTranslateMessage(MSG& msg)
Re: GZDoom Builder 2.3
Posted: Thu Jan 14, 2016 9:30 am
by Andie
Hello,
GZDoom Builder crashes, and I get this error when I try to compile ACS (even if it's a simple "Hello World" script):
***********SYSTEM INFO***********
OS: Microsoft Windows 10 Pro
GPU: NVIDIA GeForce GTX 780
GZDB: R2469
********EXCEPTION DETAILS********
Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
at CodeImp.DoomBuilder.Controls.ScintillaControl.Perform(Int32 ptr, UInt32 message, UInt32 wparam, UInt32 lparam)
at CodeImp.DoomBuilder.Controls.ScintillaControl.FastPerform(UInt32 message, UInt32 wParam, UInt32 lParam) in x:\Source\Core\Controls\ScintillaControl.cs:line 2284
at CodeImp.DoomBuilder.Controls.ScintillaControl.MarkerAdd(Int32 line, Int32 markerNumber) in x:\Source\Core\Controls\ScintillaControl.cs:line 2794
at CodeImp.DoomBuilder.Controls.ScriptEditorControl.AddMark(Int32 linenumber) in x:\Source\Core\Controls\ScriptEditorControl.cs:line 240
at CodeImp.DoomBuilder.Controls.ScriptDocumentTab.MarkScriptErrors(IEnumerable`1 errors) in x:\Source\Core\Controls\ScriptDocumentTab.cs:line 180
at CodeImp.DoomBuilder.Controls.ScriptEditorPanel.ShowErrors(IEnumerable`1 errors) in x:\Source\Core\Controls\ScriptEditorPanel.cs:line 386
at CodeImp.DoomBuilder.Controls.ScriptFileDocumentTab.CompileACS() in x:\Source\Core\Controls\ScriptFileDocumentTab.cs:line 196
at CodeImp.DoomBuilder.Controls.ScriptFileDocumentTab.Compile() in x:\Source\Core\Controls\ScriptFileDocumentTab.cs:line 77
at CodeImp.DoomBuilder.Controls.ScriptEditorPanel.buttoncompile_Click(Object sender, EventArgs e) in x:\Source\Core\Controls\ScriptEditorPanel.cs:line 899
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripButton.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.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.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)
***********ACTIONS LOG***********
ERROR: **** Builder: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. ****
Creating compiler 'zdoom_acc' on interface 'AccCompiler'...
Binding action methods for ScriptEditorForm object...
Resources loading took 0.80 seconds
Map loading done
Editing mode change complete.
Binding action methods for VerticesMode object...
Previous stable mode is NULL, previous classic mode is NULL
Editing mode changes from NULL to VerticesMode
Preparing to change editing mode to VerticesMode...
Binding action methods for MapManager object...
Loaded 427 textures, 147 flats, 0 colormaps, 114 sprites, 0 decorate things, 0 model/voxel deinitions, 0 dynamic light definitions, 0 glowing flat definitions, 0 skybox definitions, 0 sound environment definitions
Starting background resource loading...
Opening WAD resource 'D:\Dropbox\Work\Mod\MAP01.wad'
Opening WAD resource 'D:\Apps\Zandronum\BD\doom2.wad'
Loading data resources...
Restoring map from 'C:\Users\aagol\AppData\Local\Doom Builder\Restore\MAP01.3086029069.restore'...
Initializing map format interface UniversalMapSetIO...
Would you like to restore the map from the backup?
Looks like your previous editing session has gone terribly wrong.
Copying map lumps to temporary file...
Opening source file: D:\Dropbox\Work\Mod\MAP01.wad
Creating temporary file: C:\Users\aagol\AppData\Local\Temp\gpiax7yg\7m6bkpyg.tmp
Loading game configuration...
Initializing graphics device...
Opening map 'MAP01' with configuration 'GZDoom_DoomUDMF.cfg'
Binding action methods for Launcher object...
Binding action methods for CopyPasteManager object...
Binding action methods for UndoManager object...
Binding action methods for GridSetup object...
Temporary directory: C:\Users\aagol\AppData\Local\Temp\gpiax7yg
Binding action methods for OpenMapOptionsForm object...
Binding action methods for MainForm object...
Startup done
Binding static action methods for class GZGeneral...
Creating types manager...
Creating application clock...
Loading color settings...
Loading script configurations...
Registered nodebuilder configuration 'zennode_fast' from 'ZenNode.cfg'
Registered nodebuilder configuration 'zennode_normal' from 'ZenNode.cfg'
Registered nodebuilder configuration 'zdbsp_udmf_compressed' from 'zdbsp.cfg'
Registered nodebuilder configuration 'zdbsp_compressed' from 'zdbsp.cfg'
Registered nodebuilder configuration 'zdbsp_udmf_fast' from 'zdbsp.cfg'
Registered nodebuilder configuration 'zdbsp_fast' from 'zdbsp.cfg'
Registered nodebuilder configuration 'zdbsp_udmf_normal' from 'zdbsp.cfg'
Registered nodebuilder configuration 'zdbsp_normal' from 'zdbsp.cfg'
Registered nodebuilder configuration 'glbsp_fast' from 'glBSP.cfg'
Registered nodebuilder configuration 'glbsp_normal' from 'glBSP.cfg'
Registered nodebuilder configuration 'deepbsp_normal' from 'deepbsp.cfg'
Registered nodebuilder configuration 'bspw32_fast' from 'bsp-w32.cfg'
Registered nodebuilder configuration 'bspw32_normal' from 'bsp-w32.cfg'
Loading nodebuilder configurations...
Registered compiler configuration 'bcc' from 'bcc.cfg'
Registered compiler configuration 'hexen_acc' from 'acc.cfg'
Registered compiler configuration 'zennode' from 'ZenNode.cfg'
Registered compiler configuration 'zdbsp' from 'zdbsp.cfg'
Registered compiler configuration 'glbsp' from 'glBSP.cfg'
Registered compiler configuration 'deepbsp' from 'deepbsp.cfg'
Registered compiler configuration 'bspw32' from 'bsp-w32.cfg'
Registered compiler configuration 'zandronum_acc' from 'acc.cfg'
Registered compiler configuration 'zdoom_acc' from 'acc.cfg'
Loading compiler configurations...
Applying configuration settings...
Binding action methods for EditingManager object...
Creating editing modes manager...
Registered game configuration 'ZDoom: Strife (UDMF)' from 'ZDoom_StrifeUDMF.cfg'
Registered game configuration 'ZDoom: Strife (Hexen format)' from 'ZDoom_StrifeHexen.cfg'
Registered game configuration 'ZDoom: Strife (Doom format)' from 'ZDoom_StrifeDoom.cfg'
Registered game configuration 'ZDoom: Hexen (UDMF)' from 'ZDoom_HexenUDMF.cfg'
Registered game configuration 'ZDoom: Hexen (Hexen format)' from 'ZDoom_HexenHexen.cfg'
Registered game configuration 'ZDoom: Heretic (UDMF)' from 'ZDoom_HereticUDMF.cfg'
Registered game configuration 'ZDoom: Heretic (Hexen format)' from 'ZDoom_HereticHexen.cfg'
Registered game configuration 'ZDoom: Heretic (Doom format)' from 'ZDoom_HereticDoom.cfg'
Registered game configuration 'ZDoom: Doom 2 (UDMF)' from 'ZDoom_DoomUDMF.cfg'
Registered game configuration 'ZDoom: Doom 2 (Hexen format)' from 'ZDoom_DoomHexen.cfg'
Registered game configuration 'ZDoom: Doom 2 (Doom format)' from 'ZDoom_DoomDoom.cfg'
Registered game configuration 'Zandronum: Strife (UDMF)' from 'Zandronum_StrifeUDMF.cfg'
Registered game configuration 'Zandronum: Strife (Hexen format)' from 'Zandronum_StrifeHexen.cfg'
Registered game configuration 'Zandronum: Strife (Doom format)' from 'Zandronum_StrifeDoom.cfg'
Registered game configuration 'Zandronum: Hexen (UDMF)' from 'Zandronum_HexenUDMF.cfg'
Registered game configuration 'Zandronum: Hexen (Hexen format)' from 'Zandronum_HexenHexen.cfg'
Registered game configuration 'Zandronum: Heretic (UDMF)' from 'Zandronum_HereticUDMF.cfg'
Registered game configuration 'Zandronum: Heretic (Hexen format)' from 'Zandronum_HereticHexen.cfg'
Registered game configuration 'Zandronum: Heretic (Doom format)' from 'Zandronum_HereticDoom.cfg'
Registered game configuration 'Zandronum: Doom 2 (UDMF)' from 'Zandronum_DoomUDMF.cfg'
Registered game configuration 'Zandronum: Doom 2 (Hexen format)' from 'Zandronum_DoomHexen.cfg'
Registered game configuration 'Zandronum: Doom 2 (Doom format)' from 'Zandronum_DoomDoom.cfg'
Registered game configuration 'Strife: Strife (Doom format)' from 'Strife_StrifeDoom.cfg'
Registered game configuration 'Hexen: Hexen (Hexen format)' from 'Hexen_HexenHexen.cfg'
Registered game configuration 'Heretic: Heretic (Doom format)' from 'Heretic_HereticDoom.cfg'
Registered game configuration 'GZDoom: Strife (UDMF)' from 'GZDoom_StrifeUDMF.cfg'
Registered game configuration 'GZDoom: Strife (Hexen format)' from 'GZDoom_StrifeHexen.cfg'
Registered game configuration 'GZDoom: Strife (Doom format)' from 'GZDoom_StrifeDoom.cfg'
Registered game configuration 'GZDoom: Hexen (UDMF)' from 'GZDoom_HexenUDMF.cfg'
Registered game configuration 'GZDoom: Hexen (Hexen format)' from 'GZDoom_HexenHexen.cfg'
Registered game configuration 'GZDoom: Heretic (UDMF)' from 'GZDoom_HereticUDMF.cfg'
Registered game configuration 'GZDoom: Heretic (Hexen format)' from 'GZDoom_HereticHexen.cfg'
Registered game configuration 'GZDoom: Heretic (Doom format)' from 'GZDoom_HereticDoom.cfg'
Registered game configuration 'GZDoom: Doom 2 (UDMF)' from 'GZDoom_DoomUDMF.cfg'
Registered game configuration 'GZDoom: Doom 2 (Hexen format)' from 'GZDoom_DoomHexen.cfg'
Registered game configuration 'GZDoom: Doom 2 (Doom format)' from 'GZDoom_DoomDoom.cfg'
Registered game configuration 'Doom: Doom (Doom format)' from 'Doom_DoomDoom.cfg'
Registered game configuration 'Doom: Doom 2 (Doom format)' from 'Doom_Doom2Doom.cfg'
Registered game configuration 'Boom: Doom (Doom format)' from 'Boom_DoomDoom.cfg'
Registered game configuration 'Boom: Doom 2 (Doom format)' from 'Boom_Doom2Doom.cfg'
Loading game configurations...
Loading plugin 'VisplaneExplorer' from 'VisplaneExplorer.dll'...
Binding action methods for BuilderPlug object...
Loading plugin 'TagRange' from 'TagRange.dll'...
Loading plugin 'TagExplorer' from 'TagExplorer.dll'...
Binding action methods for BuilderPlug object...
Loading plugin 'StairSectorBuilder' from 'StairSectorBuilder.dll'...
Binding action methods for BuilderPlug object...
Loading plugin 'SoundPropagationMode' from 'SoundPropagationMode.dll'...
Binding action methods for BuilderPlug object...
Loading plugin 'NodesViewer' from 'NodesViewer.dll'...
Loading plugin 'CommentsPanel' from 'CommentsPanel.dll'...
Binding action methods for BuilderPlug object...
Loading plugin 'ColorPicker' from 'ColorPicker.dll'...
Binding action methods for BuilderPlug object...
Loading plugin 'BuilderEffects' from 'BuilderEffects.dll'...
Binding action methods for BuilderPlug object...
Loading plugin 'BuilderModes' from 'BuilderModes.dll'...
Loading plugins...
Starting Direct3D graphics driver...
Showing main interface window...
Loading main interface window...
Binding static action methods for class General...
Starting action manager...
Loading program configuration...
Command-line arguments: 0
Local settings path: C:\Users\aagol\AppData\Local\Doom Builder
Temporary path: C:\Users\aagol\AppData\Local\Temp\
Application path: D:\Apps\GZDoom Builder
GZDoom Builder R2469 startup
Maybe there's something I can try to fix it? Thank you.
Re: GZDoom Builder 2.3
Posted: Thu Jan 14, 2016 10:27 am
by Sandro
I'll probably apologize because my question sounds stupid, but the sky rendering only displays F_Sky1 for me... What did I miss ?
Re: GZDoom Builder 2.3
Posted: Thu Jan 14, 2016 10:54 am
by Gez
The button to toggle it, probably.
Re: GZDoom Builder 2.3
Posted: Thu Jan 14, 2016 11:04 am
by Nash
Spherical classic sky looks good! Additionally to what Marrub ask, I wonder if this portal code would eventually allow mirrors and stacked sectors too... ?
Re: GZDoom Builder 2.3
Posted: Thu Jan 14, 2016 11:19 am
by Gez
Stacked sectors would be very useful. Mirrors, less so.
Re: GZDoom Builder 2.3
Posted: Thu Jan 14, 2016 11:21 am
by h.brick
Bug report: GZDB crashes after launching visual mode, then launching Zandronum
Steps to replicate:
1. Open any map in GZDB
2. Press "Q" to go into visual mode, then back out
3. Click "Launch" to test the game in Zandronum (I have my Zandronum set as fullscreen, OPENGL mode).
4. Immediately back out of Zandronum--dropping you back into GZDB
5. As soon as you move the mouse wheel or click anything, the program crashes... sometimes taking the map with it (thank heavens for backups)
This is inconvenient since my WAD primarily targets Zandronum and I frequently use visual mode. In order to prevent this crash, I must use the visual mode, close the program, reopen and launch Zandronum.
Here's what the error reporter pasted to my clipboard
***********SYSTEM INFO***********
OS: Microsoft Windows 8.1 Pro
GPU: NVIDIA GeForce GTX 650
GZDB: R2469
********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.SetTransform(TransformState state, Matrix value)
at CodeImp.DoomBuilder.Rendering.Renderer2D.UpdateTransformations() in x:\Source\Core\Rendering\Renderer2D.cs:line 522
at CodeImp.DoomBuilder.Rendering.Renderer2D.PositionView(Single x, Single y) in x:\Source\Core\Rendering\Renderer2D.cs:line 492
at CodeImp.DoomBuilder.Editing.ClassicMode.ZoomBy(Single deltaz) in x:\Source\Core\Editing\ClassicMode.cs:line 268
at CodeImp.DoomBuilder.Editing.ClassicMode.ZoomIn() in x:\Source\Core\Editing\ClassicMode.cs:line 193
at CodeImp.DoomBuilder.Actions.Action.Begin() in x:\Source\Core\Actions\Action.cs:line 252
at CodeImp.DoomBuilder.Actions.ActionManager.BeginActionByKey(Int32 key, Boolean repeated) in x:\Source\Core\Actions\ActionManager.cs:line 558
at CodeImp.DoomBuilder.Actions.ActionManager.KeyPressed(Int32 key) in x:\Source\Core\Actions\ActionManager.cs:line 497
at CodeImp.DoomBuilder.Windows.MainForm.OnMouseWheel(MouseEventArgs e) in x:\Source\Core\Windows\MainForm.cs:line 1344
at System.Windows.Forms.Control.WmMouseWheel(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at CodeImp.DoomBuilder.Windows.MainForm.WndProc(Message& m) in x:\Source\Core\Windows\MainForm.cs:line 3868
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
Posted: Thu Jan 14, 2016 12:28 pm
by Tormentor667
I get this error very often lately in different occasions
***********SYSTEM INFO***********
OS: Microsoft Windows 7 Ultimate
GPU: VNC Mirror Driver
GZDB: R2469
********EXCEPTION DETAILS********
D3DERR_INVALIDCALL: Invalid call (-2005530516)
bei SlimDX.Result.Throw[T](Object dataKey, Object dataValue)
bei SlimDX.Result.Record[T](Int32 hr, Boolean failed, Object dataKey, Object dataValue)
bei SlimDX.Direct3D9.Device.SetTransform(TransformState state, Matrix value)
bei CodeImp.DoomBuilder.Rendering.Renderer2D.UpdateTransformations() in x:\Source\Core\Rendering\Renderer2D.cs:Zeile 522.
bei CodeImp.DoomBuilder.Rendering.Renderer2D.PositionView(Single x, Single y) in x:\Source\Core\Rendering\Renderer2D.cs:Zeile 492.
bei CodeImp.DoomBuilder.Editing.ClassicMode.ZoomBy(Single deltaz) in x:\Source\Core\Editing\ClassicMode.cs:Zeile 268.
bei CodeImp.DoomBuilder.Editing.ClassicMode.ZoomOut() in x:\Source\Core\Editing\ClassicMode.cs:Zeile 203.
bei CodeImp.DoomBuilder.Actions.Action.Begin() in x:\Source\Core\Actions\Action.cs:Zeile 252.
bei CodeImp.DoomBuilder.Actions.ActionManager.BeginActionByKey(Int32 key, Boolean repeated) in x:\Source\Core\Actions\ActionManager.cs:Zeile 558.
bei CodeImp.DoomBuilder.Actions.ActionManager.KeyPressed(Int32 key) in x:\Source\Core\Actions\ActionManager.cs:Zeile 497.
bei CodeImp.DoomBuilder.Windows.MainForm.OnMouseWheel(MouseEventArgs e) in x:\Source\Core\Windows\MainForm.cs:Zeile 1344.
bei System.Windows.Forms.Control.WmMouseWheel(Message& m)
bei System.Windows.Forms.Control.WndProc(Message& m)
bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)
bei System.Windows.Forms.ContainerControl.WndProc(Message& m)
bei System.Windows.Forms.Form.WndProc(Message& m)
bei CodeImp.DoomBuilder.Windows.MainForm.WndProc(Message& m) in x:\Source\Core\Windows\MainForm.cs:Zeile 3868.
bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Re: GZDoom Builder 2.3
Posted: Thu Jan 14, 2016 4:25 pm
by MaxED
"Object reference not set to an instance of an object" in World3DShader and "D3DERR_INVALIDCALL" crashes should be gone now.
Re: GZDoom Builder 2.3
Posted: Thu Jan 14, 2016 5:30 pm
by Siberian Tiger
Great stuff; I'll update sometime later, I had to rollback to the previous revision so I could continue working uninterrupted.