GZDoom Builder 2.3

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Cynda

Re: GZDoom Builder 2.3

Post by Cynda »

MaxED wrote:The generic error and the action log don't tell me anything helpful, so you'll have to share 'most_wanted_mus.pk3', 'most_wanted_dev_r38.pk3' and 'HEIST001.wad' you'll have to...
I´ve send the base PK3 through PM.
The music PK3 isn´t causing the issue, is already tested. c:
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Siberian Tiger
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Re: GZDoom Builder 2.3

Post by Siberian Tiger »

MaxED, If you want to create a special build that outputs useful events or what-not to a debug ascii file, I'll be willing to use that and post the log after the next crash. However, I only have one request with the build - if you make one. Disable the auto-update on start. This way I wont mistakenly update by accident ;)
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Kappes Buur
 
 
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Re: GZDoom Builder 2.3

Post by Kappes Buur »

Siberian Tiger wrote:..... Disable the auto-update on start. This way I wont mistakenly update by accident ;)
  • Image
:)
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

Cynda wrote:It has been a few days ago now after I reported a crash issue...
Seems it's still not fixed where I believe it's something related to my PK3.
Fixed (but the editor will still complain about missing "MENUBG" texture, because HiRes textures handling is not implemented).
Cynda

Re: GZDoom Builder 2.3

Post by Cynda »

MaxED wrote:
Cynda wrote:It has been a few days ago now after I reported a crash issue...
Seems it's still not fixed where I believe it's something related to my PK3.
Fixed (but the editor will still complain about missing "MENUBG" texture, because HiRes textures handling is not implemented).
I see.
Thank you for the fix. c:
Archi
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Re: GZDoom Builder 2.3

Post by Archi »

Changing brightness using "++" and "--" prefixes changes brightness twice by given value. Appeared on UDMF configuration.

Also, while editing several sectors, if some of them have multiple tags, multiple tags will be given to all sectors.
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Leonard2
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Re: GZDoom Builder 2.3

Post by Leonard2 »

MaxED wrote:
Leonard2 wrote:
  • Suddenly I want to change the geometry a bit just to add in some more detail.
  • All of the adjacent line textures are now gone.
Can you elaborate a bit further? Probably with some screenshots/video. Because that's not what usually happens when new sectors are drawn.
Sorry for the very late reply, I only got back to mapping now.
I tested this again in the latest revision (2500) and now the problem is a bit different.
Before, I wanted any new geometry to be created textureless and so I would empty all the textures in the "Draw Settings" panel.
On a side note I was also forced to check the override box otherwise the empty textures would be changed to the first sector's textures every time I restarted GZDB, not sure if that was intended.
Only after choosing empty textures would it erase all surrounding sector's wall textures.
Anyways now the problem is I can't even choose empty textures anymore, even if the override box is checked and all textures are empty, when drawing geometry the first sector's textures are used regardless.

By the way I have a suggestion: could GZDB take in account the "translation" parameter for patches in the TEXTURES lump?
That would be incredibly useful as well, I can even provide you an example wad if you wish.
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enderkevin13
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Re: GZDoom Builder 2.3

Post by enderkevin13 »

Can you add support for Doom 64 mapping? Doombuilder64 is a bit too glitchy.
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

Archi wrote:Changing brightness using "++" and "--" prefixes changes brightness twice by given value. Appeared on UDMF configuration.
Also, while editing several sectors, if some of them have multiple tags, multiple tags will be given to all sectors.
Leonard2 wrote:I can't even choose empty textures anymore, even if the override box is checked and all textures are empty, when drawing geometry the first sector's textures are used regardless.
Fixed.
Leonard2 wrote:I was also forced to check the override box otherwise the empty textures would be changed to the first sector's textures every time I restarted GZDB, not sure if that was intended.
It is.
Leonard2 wrote:I have a suggestion: could GZDB take in account the "translation" parameter for patches in the TEXTURES lump?
This will be implemented eventually, I guess...
enderkevin13 wrote:Can you add support for Doom 64 mapping? Doombuilder64 is a bit too glitchy.
No.
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enderkevin13
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Re: GZDoom Builder 2.3

Post by enderkevin13 »

Can you make it where when you load a texture WAD through GZDB, it'll add any patch/flat you add into a map to a new TEXTURE lump? That way it'll make it easier to find the textures you wanna add through SLADE3 into the WAD.
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Lycaon
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Re: GZDoom Builder 2.3

Post by Lycaon »

Last time I opened GZDoom builder, everything worked just fine and I don't recall changing anything, but a number of actors I took from Smooth Doom don't recognize their parent classes from DOOM2.wad and gzdoom.pk3

I'm talking about pistol, shotgun, RocketLauncher, blood, Doomimpball, etc.

Anyone knows what might be causing it? There is no error report, GZDoombuilder just says this with every line

"DECORATE warning in 'deco\Particles.txt', line 219. Unable to find 'teleportfog' class to replace, while parsing 'smoothfog'."
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

1. Which game configuration are you using?
2. DOOM2.wad doesn't contain any ZDoom actor definitions.
3. Make sure gzdoom.pk3 is among the map's resources.
4. Some kind of example would be nice to see...
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ZZYZX
 
 
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Re: GZDoom Builder 2.3

Post by ZZYZX »

Please fix arguments for specials 223 and 224. 0 doesn't mean idle for them, it means -128 scrolling speed. While 128 means 0 and 256 means +128.
http://zdoom.org/wiki/Scroll_Floor
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

Fixed.
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Lycaon
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Re: GZDoom Builder 2.3

Post by Lycaon »

It seems to have solved itself, probably a random bug. I did give you an example, and I told you that was the closest thing I had to an error report, and that it was the same with every actor. You don't need to be so smug every time someone asks for something, it's like you barely even read what I said. Thanks for your attention
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