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Re: GZDoom Builder 2.3

Posted: Wed Jan 13, 2016 3:59 pm
by |ndußtrial
enderkevin13 wrote:
Tormentor667 wrote:Thanks Nash, that helped :)
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!!! :D!

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!]

Code: Select all

***********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)
[/spoiler]

Map: DarkStone
POS: ~(-1214, -1616, ?)


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:

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):
Spoiler:
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
Spoiler:

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.