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Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Posted: Wed May 10, 2017 11:52 am
by ZZYZX
I did, but didn't try to run it because it seemed straightforward. That's odd. Can you give me an example wad of a model that can be pitched? (I tried to make one, but then the pitch changes are visible in GZDB, but not in GZDoom...)

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Posted: Wed May 10, 2017 12:50 pm
by Ozymandias81
This one that I have posted before works the same way like those Flakguns from BoA... Did you take in consideration INHERITACTORPITCH deprecated flag too? I can't test it atm but that should do the trick...
Just to clarify things: I used USEACTORPITCH on Blade of Agony and I don't want to use a deprecated flag

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Posted: Wed May 10, 2017 1:59 pm
by ZZYZX
Ok, I think I understand now. The pitch works partially, apparently it's referenced in multiple places.
Should be fixed now, sorry about that.

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Posted: Wed May 10, 2017 3:08 pm
by Ozymandias81
ZZYZX wrote:Ok, I think I understand now. The pitch works partially, apparently it's referenced in multiple places.
Should be fixed now, sorry about that.
Thank you kindly ZZYZX, I'll be able to verify it tomorrow.

[EDIT]: Ok this is great, finally you managed to fix it! Thanks a lot ZZYZX, really appreciate it! :3:
Let's hope this would be the last time you'll have to fix this.

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Posted: Sat May 13, 2017 12:52 pm
by illuknisaa
I found this sector merge bug. It only seems to occur with this specific setup.
Spoiler:

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Posted: Sat May 13, 2017 8:45 pm
by ZZYZX
Merging doesn't work very well with lines that face the same sector twice, that's a known bug and not sure if I can fix that quickly. Noted, though.

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Posted: Sun May 14, 2017 2:42 pm
by Reisal
What is it with the Visplane Explorer plugin freezing GZDBBF half the time?

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Posted: Mon May 15, 2017 1:15 am
by Kappes Buur
Concerning resizing the editor window
viewtopic.php?f=44&t=54957&start=375#p987234
ZZYZX wrote:Will be added, ...
If you are still wanting to implement that, that would be a welcomed feature, but ....

I took another look at the file GZBuilder.cfg and realized that the mainwindow block seems to be a holdover from Doombuilder2 and superfluous in the context of GZDB or GZDB-BF. I can set the screensize in windows - mainform, which is a bit cumbersome. It would be nice if I could select the editor window size by dragging the window boundaries with a numeric display of x and y sizes or by clicking on predetermined sizes at startup from a menu similar to this

Image

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Posted: Mon May 15, 2017 3:58 pm
by Reisal
Builder: Object reference not set to an instance of an object.

Object reference not set to an instance of an object.
at CodeImp.DoomBuilder.Config.ConfigurationInfo.Finalize() in w:\dev\GZDoom-Builder\Source\Core\Config\ConfigurationInfo.cs:line 233

What happened here? I switched to Boom (Doom format) from vanilla/limit removing. That and I added configuration to Doom for Boom's.

This is with R2978.

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Posted: Tue May 16, 2017 5:13 am
by ZZYZX
Does this reliably reproduce? Because I can't make it happen for me.

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Posted: Tue May 16, 2017 2:24 pm
by Reisal
I've not tried to reproduce it since so it might just be a minor fluke on my end.

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

Posted: Sun May 21, 2017 1:53 pm
by Chl
Flatsprites with offsets seems to be shown 90ยบ wrong when you change their angle in DB.

Re: GZDoom 3.1.0 Released

Posted: Sat Jun 03, 2017 9:35 am
by Zan
Uhh, why can't I see dynamic lights anymore? They seem to have vanished from the editor (GZDoom Builder).
https://postimg.org/image/a71jmc4h9/
lights.pk3 are loaded in resources
Although they are blank/missing in the editor, they work when testing, which is even weirder.

*edit: Okay, got redirected to this thread. Now, how would someone who is entirely computer illiterate install the fix?
I tried just running the updater then opening Builder.exe but I get a ton of errors, and every sprite seems to be missing now.

Re: GZDoom 3.1.0 Released

Posted: Mon Jun 05, 2017 11:36 am
by Kappes Buur
Zan wrote:Uhh, why can't I see dynamic lights anymore? They seem to have vanished from the editor (GZDoom Builder).
https://postimg.org/image/a71jmc4h9/
lights.pk3 are loaded in resources
Although they are blank/missing in the editor, they work when testing, which is even weirder.
*edit: Okay, got redirected to this thread. Now, how would someone who is entirely computer illiterate install the fix?
The most likely cause ... check what is selected

Image
Zan wrote: I tried just running the updater then opening Builder.exe but I get a ton of errors, and every sprite seems to be missing now.
Upload your map.

Re: GZDoom 3.1.0 Released

Posted: Tue Jun 06, 2017 6:20 am
by Zan
Kappes Buur wrote: [...]
Upload your map.
Nope, dynamic lights are toggled. But the whole Thing folder where you get the dynamic lights is missing.
Here is the map - https://we.tl/gHUnQYaiPS
Also, here's the pk3 (or you'll see everything as missing anyway) - https://we.tl/QkxjD0toRl