GZDoom Builder 2.3
- enderkevin13
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Re: GZDoom Builder 2.3
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?
- Kappes Buur
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Re: GZDoom Builder 2.3
No.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?
For lump management you have to use a lump editor such as Slade3 or equivalent.
- enderkevin13
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Re: GZDoom Builder 2.3
Shit, it would've been a hella lot easier if it did that for you with textures.Kappes Buur wrote:No.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?
For lump management you have to use a lump editor such as Slade3 or equivalent.
It would also make decision making easier.
- |ndußtrial
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Re: GZDoom Builder 2.3
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)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.
Re: GZDoom Builder 2.3
If you load a resource file for map editing, you can also load a resource file for playing.
Re: GZDoom Builder 2.3
Is it possible to load an image on the background of GZDB and if so how?
- Kappes Buur
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Re: GZDoom Builder 2.3
Yes.Doom Juan wrote:Is it possible to load an image on the background of GZDB
Doom Juan wrote:and if so how?
Spoiler:
Re: GZDoom Builder 2.3
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:
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.
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.
Re: GZDoom Builder 2.3
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?
Re: GZDoom Builder 2.3
http://i.imgur.com/OgvqJYK.png
Transparent texture on a solid 1-sided wall. Will not look like that in GZDoom.
Transparent texture on a solid 1-sided wall. Will not look like that in GZDoom.
- |ndußtrial
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Re: GZDoom Builder 2.3
please look that over, max...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.
Re: GZDoom Builder 2.3
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.
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.
Re: GZDoom Builder 2.3
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...
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...
- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: GZDoom Builder 2.3
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.
Re: GZDoom Builder 2.3
1. This is already fixed in the latest build.Graf Zahl wrote:I think it's just the brighter background that makes the difference.
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).
Looks like your video card can't handle your ambition. Can't help you with that...ZZYZX wrote:I just ran map in GZDoom for testing, then after I closed GZDoom, Builder ate 800mb and threw two exceptions in succession
.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.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...