GZDoom Builder 2.3

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enderkevin13
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Re: GZDoom Builder 2.3

Post by enderkevin13 »

Would it be possible to make it where if you load a WAD with new textures (lets say, SKULLTEX.wad) and placed certain textures in, it would create a new TEXURE1 lump and add those textures there automatically?
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Kappes Buur
 
 
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Re: GZDoom Builder 2.3

Post by Kappes Buur »

enderkevin13 wrote:Would it be possible to make it where if you load a WAD with new textures (lets say, SKULLTEX.wad) and placed certain textures in, it would create a new TEXURE1 lump and add those textures there automatically?
No.
For lump management you have to use a lump editor such as Slade3 or equivalent.
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enderkevin13
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Re: GZDoom Builder 2.3

Post by enderkevin13 »

Kappes Buur wrote:
enderkevin13 wrote:Would it be possible to make it where if you load a WAD with new textures (lets say, SKULLTEX.wad) and placed certain textures in, it would create a new TEXURE1 lump and add those textures there automatically?
No.
For lump management you have to use a lump editor such as Slade3 or equivalent.
Shit, it would've been a hella lot easier if it did that for you with textures.

It would also make decision making easier.
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|ndußtrial
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Re: GZDoom Builder 2.3

Post by |ndußtrial »

enderkevin13 wrote:Shit, it would've been a hella lot easier if it did that for you with textures.

It would also make decision making easier.
remember, the textures lump is the only way db/gzdb can interpret your textures; outside of that, they won't be read (otherwise you'd have hundreds of textures of all of the frames of the imp and other demons, and all of your guns (including their first person views) as textures)
Gez
 
 
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Re: GZDoom Builder 2.3

Post by Gez »

If you load a resource file for map editing, you can also load a resource file for playing.
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Doom Juan
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Re: GZDoom Builder 2.3

Post by Doom Juan »

Is it possible to load an image on the background of GZDB and if so how?
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Kappes Buur
 
 
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Re: GZDoom Builder 2.3

Post by Kappes Buur »

Doom Juan wrote:Is it possible to load an image on the background of GZDB
Yes.
Doom Juan wrote:and if so how?
Spoiler:
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Numnzel
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Re: GZDoom Builder 2.3

Post by Numnzel »

Suggesting an ACS feature here: Could be possible to have the capability of visually close those scripts/"code within brackets" you don't want to see? Practically every IDE or even some text editors have it. This is what I'm referring about:
Spoiler:
If it could be done at least with full scripts would be nice.

Of course this isn't prioritary or something like that, just suggesting potential ways to improve the current ACS editor.
Thanks for your work MaxED.
Archi
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Re: GZDoom Builder 2.3

Post by Archi »

I've got another question. In a boom format, I can't change vertical offsets for a lower texture for more than 127px, but I can do it for middle, so, is there any way to change offsets for all parts of linedef without limitations?
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ZZYZX
 
 
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Re: GZDoom Builder 2.3

Post by ZZYZX »

http://i.imgur.com/OgvqJYK.png
Transparent texture on a solid 1-sided wall. Will not look like that in GZDoom.
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|ndußtrial
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Re: GZDoom Builder 2.3

Post by |ndußtrial »

Numnzel wrote:Suggesting an ACS feature here: Could be possible to have the capability of visually close those scripts/"code within brackets" you don't want to see? Practically every IDE or even some text editors have it. This is what I'm referring about:
Spoiler:
If it could be done at least with full scripts would be nice.

Of course this isn't prioritary or something like that, just suggesting potential ways to improve the current ACS editor.
Thanks for your work MaxED.
please look that over, max...
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ZZYZX
 
 
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Re: GZDoom Builder 2.3

Post by ZZYZX »

http://i.imgur.com/eesm7At.png
Wrongly autodetected category name. WAD has both TX_ and TEXTURES.

update
http://i.imgur.com/E3dVPr0.png
Central spectre is noticeably less opaque. All have equal settings.
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ZZYZX
 
 
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Re: GZDoom Builder 2.3

Post by ZZYZX »

I just ran map in GZDoom for testing, then after I closed GZDoom, Builder ate 800mb and threw two exceptions in succession:
http://i.imgur.com/XPp9zdq.png

first exception
second exception

btw, I'd say you need to make exceptions always English. I mean, I know you are russian and can understand what "Индекс находился вне границ массива" means, but imagine comment to exception goes in japanese...
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Graf Zahl
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Re: GZDoom Builder 2.3

Post by Graf Zahl »

ZZYZX wrote: http://i.imgur.com/E3dVPr0.png
Central spectre is noticeably less opaque. All have equal settings.

I think it's just the brighter background that makes the difference.
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

Graf Zahl wrote:I think it's just the brighter background that makes the difference.
1. This is already fixed in the latest build.
2. This was caused by the bug, which caused certain things to be rendered several times during a single renderpass (some older code assumed a thing can only be in a single blockmap cell, while some newer code put things in all blockmap cells they overlap).
ZZYZX wrote:I just ran map in GZDoom for testing, then after I closed GZDoom, Builder ate 800mb and threw two exceptions in succession
Looks like your video card can't handle your ambition. Can't help you with that...
ZZYZX wrote:btw, I'd say you need to make exceptions always English. I mean, I know you are russian and can understand what "Индекс находился вне границ массива" means, but imagine comment to exception goes in japanese...
.net uses localized error messages, and there is no easy way to force it to use English. That's why I have to decipher error messages from user-submitted stacktraces in Spain, German, Italian, French and many other languages. Luckily, Google translate works fine in this case.
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