Nash wrote:^ 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.
This happening seems to be relatively new... It happens now in the Wolf3D TC. They have empty BEHAVIOR lumps (24B -> "ACS" as contents IIRC) and never had a warning before...
Of course by relatively, I mean in the last couple of years... but... I'd agree it's probably not GZDB.
Re: GZDoom Builder 2.3
Posted: Sat Mar 12, 2016 6:22 pm
by Nash
MaxEd: I'm not sure how to explain this but hopefully you can understand without pictures or a map demo... but in the Slopes sector properties tab, can you add an option to auto-adjust the height offsets? This would be useful eg let's say I'm making a sloped 3D sector (like a sloped roof for example),,, now of course depending on where the model sector is placed, it would radically affect how the slope is positioned, but I was wondering if it could be made easier so that when you adjust the slope's angle, the height offset is somehow auto calculated so that the structure will always remain relatively in place, instead of disappearing waaay into the ground or high up above into the sky... hope this make sense!
EDIT: Alternatively, can you suggest what is a more sane workflow if for example I want to make a prefab of a somewhat-complex house that uses 3D floors for its roof, ceiling etc... I will re-use this same house a few times, but with different positions, facing angles and height... what's the best way to do this efficiently and without losing my mind... :D
Re: GZDoom Builder 2.3
Posted: Sat Mar 12, 2016 9:02 pm
by Blue Shadow
The invalid ACS module thingy was introduced here.
Re: GZDoom Builder 2.3
Posted: Sun Mar 13, 2016 2:19 am
by MartinHowe
This has been reported before but I don't know how it was resolved:
Patch "SW18_7", index 2357 is double defined in resource "F:\Documents\Current\Games\Standard\IdGames\IWADs\doom2\doom2.wad".
This is a known problem in some original official IWADs; is there any way to have GZDB not report known errors in genuine IWADs from id Software? It's distracting as it keeps flashing in the bottom right corner of the screen and serves no purpose.
Re: GZDoom Builder 2.3
Posted: Sun Mar 13, 2016 4:31 am
by TheBadHustlex
Edit: Solved.
Re: GZDoom Builder 2.3
Posted: Sun Mar 13, 2016 5:25 am
by ZZYZX
Bug: GZDB's dynlights leak through one-sided walls. GZDoom's don't. Minimal example is making two disconnected rooms one next to another and put a large dynlight in one of them.
Re: GZDoom Builder 2.3
Posted: Sun Mar 13, 2016 8:49 am
by Kappes Buur
ZZYZX wrote:Bug: GZDB's dynlights leak through one-sided walls. GZDoom's don't. Minimal example is making two disconnected rooms one next to another and put a large dynlight in one of them.
Dynamic lights not clipping at walls is not a bug but a known engine limitation, which does happen in both GZDoom and GZDoom Builder.
Spoiler:
Spoiler:
Re: GZDoom Builder 2.3
Posted: Sun Mar 13, 2016 3:50 pm
by Numnzel
The tag explorer tells me that tag nÂș 99 is not being used, but it does not detect it because I've several tags on that sector and the tag 99 is the third of them.
Re: GZDoom Builder 2.3
Posted: Mon Mar 14, 2016 3:30 am
by ZZYZX
Well in my particular case it only happens in GZDB.
Apparently when light's radius is within the wall's size GZDoom actually does clip it.
I also got some weird STARTAN texture bug but idk probably it's me. GZDB been running for few days.
Re: GZDoom Builder 2.3
Posted: Mon Mar 14, 2016 5:14 am
by MaxED
Sorry, can't fix this without implementing the whole (G)ZDoom's visibility culling system, which seems a BIT too much work to me.
Instead, I've made some other changes:
Added, Draw Ellipse mode: angle setting can now be changed using "Rotate Clockwise" and "Rotate Counterclockwise" actions.
Added, Draw Line and Draw Curve modes: added "Auto-finish drawing" setting. When enabled, the modes will automatically finish drawing when currently drawn lines and already existing level geometry form a closed shape.
Changed: sector-wise linedef flipping is now done using the new "Align Linedefs" action. "Flip Linedefs" action works the same as in DB2 again.
Changed: when a map was already loaded, using "Open Map" action will use that map's directory as the starting directory.
Changed: official IWADs can no longer be saved.
Changed: disabled lump ranges/duplicate entries checks for official IWADs.
Changed: wad type is now preserved when saving a map (previously all wads were saved as PWADs).
Changed: moved Updater.exe launch much closer to the editor termination point to avoid any chance of it closing the editor before it properly closes itself.
Re: GZDoom Builder 2.3
Posted: Mon Mar 14, 2016 5:51 am
by Nash
Max senpai halp plx :3
Nash wrote:MaxEd: I'm not sure how to explain this but hopefully you can understand without pictures or a map demo... but in the Slopes sector properties tab, can you add an option to auto-adjust the height offsets? This would be useful eg let's say I'm making a sloped 3D sector (like a sloped roof for example),,, now of course depending on where the model sector is placed, it would radically affect how the slope is positioned, but I was wondering if it could be made easier so that when you adjust the slope's angle, the height offset is somehow auto calculated so that the structure will always remain relatively in place, instead of disappearing waaay into the ground or high up above into the sky... hope this make sense!
EDIT: Alternatively, can you suggest what is a more sane workflow if for example I want to make a prefab of a somewhat-complex house that uses 3D floors for its roof, ceiling etc... I will re-use this same house a few times, but with different positions, facing angles and height... what's the best way to do this efficiently and without losing my mind... :D
Re: GZDoom Builder 2.3
Posted: Mon Mar 14, 2016 5:55 am
by MaxED
You'll have to
Re: GZDoom Builder 2.3
Posted: Mon Mar 14, 2016 5:58 am
by Nash
Nooo D:
But seriously though, at least the first paragraph... auto adjusting the height offsets when sloping a 3D floor in 3D view... so that the construct stays in place instead of sinking or flying into the sky... that's not possible?
Re: GZDoom Builder 2.3
Posted: Mon Mar 14, 2016 6:17 am
by Sandro
MaxED wrote:Changed: sector-wise linedef flipping is now done using the new "Align Linedefs" action. "Flip Linedefs" action works the same as in DB2 again.
Thank you MaxED, your work is, as always, very much appreciated !!!
Oh, by the way, what's your thoughts about the request I made couple days ago ?
Spoiler:
In Map Analysis Mode, for multiple missing textures, it currently selects all of them. Would it be possible to select a special type only? (e.g. : middle texture only, or same for lower & upper)
Because currently, missing middle texture shows the sky instead of a "64x64 Missing" texture, and it can be kind of annoying to find them all while there're lots of other missing textures on a map.
Furthermore, sometimes you would need to edit only one type of missing texture (upper for example) but all of the given type, and you simply can't that easily...
Edit: Why not adding this to both Find and Replace Mode and Map Analysis Mode? (Let's say I want to switch from a given texture for all the upper sidedefs of a given sector, to another texture: change could be made instantly instead of wasting time select all sidedefs wanted in visual mode...)
Re: GZDoom Builder 2.3
Posted: Tue Mar 15, 2016 2:49 pm
by prepper
Hi again, I have some problems using sensitive names i'm adding a link with an example. See spoiler
Note :Inside is the builder r2429, is the last version with the problem of the texture alpha using "visual mode" working see map01. https://www.sendspace.com/file/uw0b0k