GZDoom Builder 2.3

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NeuralStunner
 
 
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Re: GZDoom Builder 2.3

Post by NeuralStunner »

MaxED wrote:Implementing this correctly would require replicating ZDoom's behavior when moving things with +FIXMAPTHINGPOS flag out of the walls, then checking the resulting position.
I suppose so, since the fixed position could result in it being stuck somewhere else.

I'd be content if I could simply switch off actors-in-lines checking once I know errors found are not problematic. (Sometimes this kind of action is necessary, for example blank textures being used for rendering "cheats". The cell bars in Map31 are an example.)

Also I see you added poly checking code, unfortunately:
Spoiler: Exception
This happened with a Doom format map. I'm not sure whether this had anything to do with it, but it seems worth a mention. (Would a good idea to disable this checking option for unsupported map format.)
Last edited by NeuralStunner on Wed Mar 09, 2016 12:41 pm, edited 1 time in total.
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XCVG
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Re: GZDoom Builder 2.3

Post by XCVG »

MaxED wrote:
Sandro wrote:What about the Flip Linedef action bug I mentioned in the same post?
Works as expected. This action flips lines sector-wise, trying to match selected lines direction with overall sector direction.
Is this a new feature?
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NeuralStunner
 
 
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Re: GZDoom Builder 2.3

Post by NeuralStunner »

No, that's been in map editors for years.
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XCVG
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Re: GZDoom Builder 2.3

Post by XCVG »

Ah, okay. The way the original bug report and the response was worded made it sound like something just added to me.
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MaxED
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Re: GZDoom Builder 2.3

Post by MaxED »

NeuralStunner wrote:Also I see you added poly checking code, unfortunately:...
Fixed.
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ZZYZX
 
 
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Re: GZDoom Builder 2.3

Post by ZZYZX »

NeuralStunner wrote:No, that's been in map editors for years.
eh, original DB1 and DB2 didn't try to match all sector's linedefs, they were just flipped independently based solely on their current direction.
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Kappes Buur
 
 
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Re: GZDoom Builder 2.3

Post by Kappes Buur »

ZZYZX wrote: eh, original DB1 and DB2 didn't try to match all sector's linedefs, they were just flipped independently based solely on their current direction.
You are quite correct. But then this is not DB1 or DB2.
MaxED introduced the current behaviour of flipping sidedefs with r1968 in July of 2014
Spoiler:
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GooberMan
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Re: GZDoom Builder 2.3

Post by GooberMan »

Then perhaps it should be renamed "Align Linedefs"? Flip Linedefs has meant exactly flip the selected linedefs' direction since DEU.
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Kappes Buur
 
 
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Re: GZDoom Builder 2.3

Post by Kappes Buur »

To be fair, it does flip the sidedefs when a single linedef is selected.

Making different routines for flip and align, well that's up to MaxED.
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Sandro
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Re: GZDoom Builder 2.3

Post by Sandro »

Kappes Buur wrote:MaxED introduced the current behaviour of flipping sidedefs with r1968 in July of 2014
To be fair, it does flip the sidedefs when a single linedef is selected.

Making different routines for flip and align, well that's up to MaxED.
Thanks for the information, I didn't notice when the change had occured before.

Well, as I asked just before, I'd rather like to have the choice to select between "flip selected linedef according to sector direction" and simply "flip selected linedef" actions, if possible? That would be great! :)
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Kappes Buur
 
 
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Re: GZDoom Builder 2.3

Post by Kappes Buur »

When a map is loaded from the File > file list, would it be possible to have the edited map
saved in the home folder rather then the folder of the last saved map.

For example:
  • I load DH.wad
    Spoiler:
    and after some editing I want to save the changed map.
    But, instead of opening the DH.wad home folder, the folder of the previously saved map opens
    Spoiler:
    which now forces me to change to the correct folder.
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Chl
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Re: GZDoom Builder 2.3

Post by Chl »

I have a small request for something that I would find very useful.

When in lindef mode, in the bottom left where it displays how many you have selected, I would find it very convenient in addition to displaying how many lines you have selected it would also display the total length of the selected lines. This could be great when you make stuff to match textures.
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ZZYZX
 
 
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Re: GZDoom Builder 2.3

Post by ZZYZX »

I got an error on map load which says "(null): Invalid ACS module", if I try to save my UDMF map with empty BEHAVIOR (24 bytes, the source is either empty or contains just the #include "zcommon.acs" line).
When I add at least one script, the error goes away. Is that a flaw of how GZDB generates empty BEHAVIOR or GZDoom bug?
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Nash
 
 
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Re: GZDoom Builder 2.3

Post by Nash »

^ has nothing to do with GZDB; my pipeline involves using an external command line tool to compile scripts and insert them into the WAD, which means that I completely don't even use GZDB's built in script editor (I use Notepad++ to edit my map scripts)... (G)ZDoom complains the same error for me if I don't add at least one empty script.
Gez
 
 
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Re: GZDoom Builder 2.3

Post by Gez »

If you make a scriptless Hexen map, does ZDoom complain as well?
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