GZDoom Builder 2.3

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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Fixed in r1688.
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Marnetmar
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Re: GZDoom Builder 1.14

Post by Marnetmar »

Okay, I made sure that SlimDX and .NET 3.5 SP1 were installed. Tried running the .NET repair tool but still nothing. Sorry if I'm being a burden.
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Let's try this:

1. Download TEXTURES Creator. If it works, then .NET 3.5 is installed properly (because it also uses .NET 3.5).
2. Download SlimXdTest.rar file, attached to this post. It's a very simple .NET 3.5 application, which uses SlimDX. If it also works, then SlimDX is also installed properly and your video card supports shader model 2.0.
3. If both applications work properly... we have a problem, because I have no idea what's causing your crash... Check if "GZBuilder.log" file is present in "C:\Documents and Settings\{user}\Local Settings\Application Data\Doom Builder\" folder. If it is, post it's contents here.
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Blue Shadow
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Re: GZDoom Builder 1.14

Post by Blue Shadow »

This is kinda daft, but how does one change the default texture and flat that the editor uses when creating new sectors?
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Currently you can't do it.
If it's an empty map, (GZ)DB finds textures, which names start with "FLOOR", "CEIL" and "STARTAN" (yep, that's hardcoded) and uses them as floor, ceiling and wall textures of the first sector. If a map already contains sectors, (GZ)DB finds closest linedef and uses textures from it's sidedef and textures and ceiling/floor heights from a sector this linedef is attached to.

I've added ability to override this behaviour in r1693. Now you can choose, which textures to use when a new sector is created using Edit -> "Set Current Textures" action/menu item.
Blue Shadow
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Re: GZDoom Builder 1.14

Post by Blue Shadow »

MaxED wrote:Currently you can't do it.
Heh, I thought it was there already and I simply couldn't figure it out, as I remember Doom Builder 1 having such a feature. Never, knew it was removed from DB2.
I've added ability to override this behaviour in r1693. Now you can choose, which textures to use when a new sector is created using Edit -> "Set Current Textures" action/menu item.
Thanks. I'll check it out in the latest build when I get a chance.
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Marnetmar
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Re: GZDoom Builder 1.14

Post by Marnetmar »

MaxED wrote:Let's try this:

1. Download TEXTURES Creator. If it works, then .NET 3.5 is installed properly (because it also uses .NET 3.5).
2. Download SlimXdTest.rar file, attached to this post. It's a very simple .NET 3.5 application, which uses SlimDX. If it also works, then SlimDX is also installed properly and your video card supports shader model 2.0.
3. If both applications work properly... we have a problem, because I have no idea what's causing your crash... Check if "GZBuilder.log" file is present in "C:\Documents and Settings\{user}\Local Settings\Application Data\Doom Builder\" folder. If it is, post it's contents here.
Both applications do work properly. Here's the contents of the log:
GZDoom Builder 1.12h startup
Application path: Y:/Desktop/gzbuilder
Temporary path: C:\Documents and Settings\CTE\Local Settings\Temp\
Local settings path: C:\Documents and Settings\CTE\Local Settings\Application Data\Doom Builder
Command-line arguments: 0
Loading program configuration...
Program configuration is outdated, new configuration will be copied for local user
Starting action manager...
Binding static action methods for class General...
Loading main interface window...
Binding action methods for MainForm object...
Showing main interface window...
Starting Direct3D graphics driver...
Loading plugins...
Loading plugin 'BuilderModes' from 'BuilderModes.dll'...
ERROR: Could not load plugin "BuilderModes.dll", the DLL file could not be read. This file is not supposed to be in the Plugins subdirectory.
Loading plugin 'ColorPicker' from 'ColorPicker.dll'...
Apparently buildermodes.dll got into the wrong directory somehow. What directory is it supposed to be in?
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

GZDoom Builder 1.12h startup
Current version of GZDoom Builder is 1.14. Your problem may've been fixed since 1.12h.
Application path: Y:/Desktop/gzbuilder
Is it actually a relocated Windows' Desktop folder, or you just named it "Desktop"? (It's not a good idea to extract programs on desktop, because it may lead to problems).
Blue Shadow wrote:Apparently buildermodes.dll got into the wrong directory somehow. What directory is it supposed to be in?
It's actually supposed to be in Plugins folder. Looks like the file is either damaged or something (antivirus software?) is blocking access to it. Yet again, try updating to 1.14.
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Nash
 
 
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Re: GZDoom Builder 1.14

Post by Nash »

1) When adding/editing your own custom textures category:

What exactly is the "show matches" button supposed to do? I type in for example grass and hit the button but nothing happens. If I click "show not matching" THEN only will textures appear (all textures) and I can double click on a texture to add it into my category.

2) Is there a "default preset" for the linedef colors in the linedef colors section of a game config?

3) Thing filters aren't working as expected... all of the default filters (easy medium hard etc) seem to have all the same settings. Is my filter settings screwed?
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Nash
 
 
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Re: GZDoom Builder 1.14

Post by Nash »

And a feature request:

Can there be an option that disallows any form of selection or editing for anything outside of the map boundaries? I have the following config:

Code: Select all

leftboundary = -16384;
rightboundary = 16383;
topboundary = 16383;
bottomboundary = -16384;
And outside the boundary is a skybox sector. Sometimes I accidently touch a vertex or something from that skybox sector, and pressing Ctrl Z to undo doesn't really undo it back to its previous position (because it's trying to push the vert beyond the boundaries, I guess)
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Nash wrote:What exactly is the "show matches" button supposed to do?
It's supposed to show matching textures accorfing to provided filters.
Notice that filters use wildcards, so if you enter "grass", it will match only a texture named "GRASS", if it exists. To match textures named "GRASS1", "GRASS2", "GRASS_RED", "GRASS667" you'll need to use "grass*" filter. To match textures named "GRASS1", "GRASS2", but not "GRASS_RED", "GRASS667" you'll need to use "grass?" filter.
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Nash wrote:Is there a "default preset" for the linedef colors in the linedef colors section of a game config?
If current game configuration has no user-defined linedef color presets, "classic" "show lines with any action as green" preset is added automatically.
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Nash wrote:Thing filters aren't working as expected... all of the default filters (easy medium hard etc) seem to have all the same settings. Is my filter settings screwed?
Incorrect thing filters were used for maps in UDMF format. I've fixed that in r1695. For this change to work, you'll need to open GZBuilder.cfg and delete thingsfilters { ... } block from your game configuration block. As an example, for "GZDoom: Doom (UDMF)" game configuration, you'll need to delete thingsfilters { ... } block inside gzdoom_doomudmf { ... } block.
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Nash
 
 
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Re: GZDoom Builder 1.14

Post by Nash »

Okay thanks for the clear answers!
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MaxED
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Re: GZDoom Builder 1.14

Post by MaxED »

Nash wrote:Can there be an option that disallows any form of selection or editing for anything outside of the map boundaries?
Added in r1696. The option is "Don't move selection if any part of it is outside of map boundary" and it's located in Preferences -> Editing.
When this option is enabled, you can still select anything outside of map boundaries, but you won't be able to drag it.
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