Doom Builder 2 thread

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Ceeb
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Re: Doom Builder 2 thread

Post by Ceeb »

Imp Hunter wrote:I can't use DECORATE in this version, isn't working!! :cry:
Your decorate lump has errors, good milftales sir.
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Project Shadowcat
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Re: Doom Builder 2 thread

Post by Project Shadowcat »

Until you stop to look that it isn't reading replacements (like ACTOR PistolMarine : ZombieMan replaces ZombieMan). How the heck do you get DB2 to read zdoom.pk3 to see these so-called definitions that it can't catch? :? Especially since it works properly in testing mode (i.e., running zdoom.exe)!

Also, how the hell do you de-select lots of sectors and lines?
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CodeImp
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Re: Doom Builder 2 thread

Post by CodeImp »

Project Dark Fox wrote:Until you stop to look that it isn't reading replacements (like ACTOR PistolMarine : ZombieMan replaces ZombieMan). How the heck do you get DB2 to read zdoom.pk3 to see these so-called definitions that it can't catch? :? Especially since it works properly in testing mode (i.e., running zdoom.exe)!
You get warnings if your DECORATE has errors (or is missing dependencies), you can see those warnings by pressing F11 after loading the map. You should include zdoom.pk3 when editing for ZDoom. So in the Game Configuration you add "doom2.wad" and "zdoom.pk3" in that order. (See the tutorial on the website how to do this)
Project Dark Fox wrote:Also, how the hell do you de-select lots of sectors and lines?
Press F1 and RTFM.
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edward850
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Re: Doom Builder 2 thread

Post by edward850 »

For some odd reason, DoomBuilder2 can't read pk3's made with zipdir:
zipdir.zip
Odd, I can't find the thread the originally had this.
(91.63 KiB) Downloaded 42 times
Complains about its compression method (even though I remember a changelog saying you fixed it).
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CodeImp
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Re: Doom Builder 2 thread

Post by CodeImp »

edward850 wrote:For some odd reason, DoomBuilder2 can't read pk3's made with zipdir:
zipdir.zip
Complains about its compression method (even though I remember a changelog saying you fixed it).
Your PK3 file must be in standard zip format (Deflate), not something like BZip or LMZA or whatever.
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Imp Hunter
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Re: Doom Builder 2 thread

Post by Imp Hunter »

Ceeb wrote:
Imp Hunter wrote:I can't use DECORATE in this version, isn't working!! :cry:
Your decorate lump has errors, good milftales sir.
But i can't even see the "Decorate" category on the Things :(
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Re: Doom Builder 2 thread

Post by Project Shadowcat »

CodeImp wrote:
Project Dark Fox wrote:Also, how the hell do you de-select lots of sectors and lines?
Press F1 and RTFM.
Yes, I can deselect one line/sector/thing at a time, but there is no mass-deselect. Click in empty space and nothing happens. Even your Manual does not reference this after doing a search on "deselect" (for which there is only one entry).

There is also one decorate error that's a little frustrating, also not giving me a warning in ZDoom. It says:
Unable to parse DECORATE data from location C:\Documents and Settings\Project Dark Fox\Desktop\tsat.WAD. Expected numeric editor thing number or start of actor scope on line 170 in 'DECORATE'
Spoiler: DECORATE
I don't think your DECORATE reader likes hyphens.
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edward850
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Re: Doom Builder 2 thread

Post by edward850 »

CodeImp wrote:
edward850 wrote:For some odd reason, DoomBuilder2 can't read pk3's made with zipdir:
zipdir.zip
Complains about its compression method (even though I remember a changelog saying you fixed it).
Your PK3 file must be in standard zip format (Deflate), not something like BZip or LMZA or whatever.
I suppose that's doable. Any chance in you adding the other deflation rules though?
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Logan MTM
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Re: Doom Builder 2 thread

Post by Logan MTM »

I'm working on GZDoom.cfg...

Edit: Done. I guess that is all that was missing...
Attachments
GZDoom.zip
This is my GZDoom.cfg
I think everey thing is present now!
(19.02 KiB) Downloaded 57 times
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esselfortium
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Re: Doom Builder 2 thread

Post by esselfortium »

edward850 wrote:
CodeImp wrote:
edward850 wrote:For some odd reason, DoomBuilder2 can't read pk3's made with zipdir:
zipdir.zip
Complains about its compression method (even though I remember a changelog saying you fixed it).
Your PK3 file must be in standard zip format (Deflate), not something like BZip or LMZA or whatever.
I suppose that's doable. Any chance in you adding the other deflation rules though?
.....why?
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Shadelight
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Re: Doom Builder 2 thread

Post by Shadelight »

Are there any ZDoom/GZDoom UDMF configs for the other games?
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Graf Zahl
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Re: Doom Builder 2 thread

Post by Graf Zahl »

edward850 wrote: I suppose that's doable. Any chance in you adding the other deflation rules though?

Randy already did it but it depended on a DLL that had some bugs. The problem we are facing here is that .NET apparently needs specially prepared libraries. Wriring a general purpose Zip/7Z decompressor based on ZDoom's is not hard - but I have no idea how to interface something like that with .NET.
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HotWax
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Re: Doom Builder 2 thread

Post by HotWax »

Project Dark Fox wrote:Yes, I can deselect one line/sector/thing at a time, but there is no mass-deselect. Click in empty space and nothing happens. Even your Manual does not reference this after doing a search on "deselect" (for which there is only one entry).
Press C.
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Logan MTM
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Re: Doom Builder 2 thread

Post by Logan MTM »

No matter where I put the DLG file always results in error message:
Spoiler:
Why? I need to yse DB1 to compile my Scripts. =/
skadoomer
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Re: Doom Builder 2 thread

Post by skadoomer »

edit: i'm having the same problem as above. Is it possible to configure a scripts directory for cases like #import or #include?
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