Doom Builder 2 thread

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JoeyTD
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Re: Doom Builder 2 thread

Post by JoeyTD »

Doom Builder 2:
Unable to parse DECORATE data from location C:\Program Files\Skulltag\skulltag.pk3. Expected numeric editor thing number or start of actor scope on line 178 in 'actors/skulltag/skulltagartifacts.txt'
this problem been happen for some time for Skulltag (doom in doom formet) and Zdoom (doom in doom formet), dose any if you know how to fix is.
Gez
 
 
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Re: Doom Builder 2 thread

Post by Gez »

It happens in Skulltag because some of the actors have explicitly a doomednum of -1, and DB2 does not expect to parse negative numbers so it fails on the minus sign.

See also this thread: http://www.doombuilder.com/forums/viewt ... ?f=7&t=337
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Re: Doom Builder 2 thread

Post by wildweasel »

edvux123 posted his project here for some reason, so I moved it to this thread instead.
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Re: Doom Builder 2 thread

Post by Blade3327 »

My nodebuilder would keep crashing upon saving, so it'd save w/ out the nodes. Tried to restart DB to see if it solved the problem. Next thing I notice, my map's screwed. Yippee :D !
___________________________________________________________________________________________________________________________________________________
EDIT:

Phew... fixed it. Had to redraw the sectors that disappeared. It was a mess. Heights were all over the place, textures disappeared, brightness was at levels like 135464, good lord. Hope that doesn't happen again. Took way too long to repair.
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Re: Doom Builder 2 thread

Post by juizzysquirt »

I'm having problems with the latest SVN build of DB2 (r1245). Every time I try to go 3d-mode I get an "Unhandled exception":

Code: Select all

E_NOTIMPL: The function called is not supported at this time (-2147467263).
Details:
Spoiler:
Btw, I just tried the latest official version 2.0.1.1157, and got same results. Any thoughts?
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Re: Doom Builder 2 thread

Post by Remmirath »

Check your SlimDX version.
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Re: Doom Builder 2 thread

Post by juizzysquirt »

Morpheus wrote:Check your SlimDX version.
I found two SlimDX entries in Windows Add/remove programs-tool. First one is SlimDX Redistributable (March 2009) ver. 2.0.7.41, and the other one (november 2008) is 2.0.6.40

When I first had problems with official version (the updated game configations didn't work), I reinstalled it just to make sure, before switching to the latest SVN. I can't recall whether 3d-mode worked or not before.

I actually had an issue with reinstalling: The installer gave me an error, saying that it couldn't copy "uninstall.exe" (or whatever) to the destination (G:/Modding Tools/Doom Builder 2) directory. I didn't restart my computer after uninstalling official version, which might've be the reason why I couldn't install it again in the same folder. Maybe the files get deleted permanently only after system reboot? Though I wasn't asked to restart or anything, and I could't find the folder that name under Modding Tools/.

So I changed the destination folder to "DB 2" and it worked. Thats when I got 3d-mode problem first time, and now I can't even see the grid in the editor? It sometimes briefly flashes when I change the window size, but disappears right away when zooming or doing anything. This happens with both official and SVN-version. I'm using XP SP3 with dual monitor setup, if it matters.

So this might be a problem with SlimDX? I'm already downloading most recent version, to see if it helps.

EDIT: It worked! :)

Thank you very much! I was prepared for messing around with registry, fixing conflicts, etc...
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Re: Doom Builder 2 thread

Post by juizzysquirt »

I can't believe this! Just when I thought everything worked, I lost the grid again!

I had opened an empty test map in DB2 next to my Opera (on the second monitor) when I edited my post. When I clicked back to DB2, the grids just disappeared! Now I can't get 'em back, no matter what. Restarting app doesn't work, and neither does zooming and changing window size.

EDIT: This is so confusing. I...

...uninstalled official DB2 (suspecting conflicts) - didn't help.
...removed two previous versions of SlimDX - resulting that SVN-version wouldn't even start.
...removed latest SlimDX, and installed it again - same result.
...installed back the November 2008-version - yup, didn't work.

And finally, installed the March 2009-version, and it works - for now. Or at least when tried last time, I closed the editor before something else breaks down...

So this is it? I can't use the zdoom wiki anymore at the same time when making maps? :|
Last edited by juizzysquirt on Mon Feb 08, 2010 10:32 am, edited 1 time in total.
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Remmirath
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Re: Doom Builder 2 thread

Post by Remmirath »

This sounds more like a problem with the videocard itself. Check for the latest drivers.
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Re: Doom Builder 2 thread

Post by juizzysquirt »

Morpheus wrote:This sounds more like a problem with the videocard itself. Check for the latest drivers.
Might be, I haven't had the urge to update drivers since I don't really play any newer games. Although I did update when having graphical problems with GTAIV.
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Re: Doom Builder 2 thread

Post by Project Shadowcat »

b00mstick wrote:
Morpheus wrote:This sounds more like a problem with the videocard itself. Check for the latest drivers.
Might be, I haven't had the urge to update drivers since I don't really play any newer games. Although I did update when having graphical problems with GTAIV.
DB2 uses the video card for operation. You should check those drivers right away. :?
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Re: Doom Builder 2 thread

Post by juizzysquirt »

Yup, seems to work now. I'm not entirely sure what triggered the disappearance of grids... I've had official version since it's release, yet the problems with grids started around when 3d-mode stopped working. I'm pretty sure it worked before this hassling...

Well, I'm glad that problem is solved, for real this time (I hope). Thanks anyway. :)
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Re: Doom Builder 2 thread

Post by Murre »

does anyone know how sector_setcolor scripting works with doom builder 2?

cant get colored lighting to a sector..

#include "zcommon.acs"

script 1 open
{
Sector_SetColor (1, 0, 0, 255);
}

example above does not work with gzdoom...
dont know what to do.
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Re: Doom Builder 2 thread

Post by Remmirath »

Does the script compile?
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Re: Doom Builder 2 thread

Post by Murre »

yes it compiles, and it wants to save the script as an *.acs file.
this is when scripting under zdoom (doom in doom format)

when i do the same script under hexen in doom format, it codes the script in the map and the script works.

here comes the problem, if i want to add colored lighting to an already existing doom map, the map is in doom in doom format.
and if i copy all the sectors(the whole map) to hexen in doom format. i loose all monster, item, props places and will have to place them all over again and
the doors, moving floors etc have to be set again, and hexen uses other types for doors. like "door raise" then u have to set time to open and close delays and such.
Much work for just wanting to add some colored lighting.

so if anyone knows how to add the colored lighting using doom in doom format i would really appreciate help.
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