Fade = Gray : Ultimate Doom Builder

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peewee_RotA
Posts: 276
Joined: Fri Feb 07, 2014 6:45 am

Fade = Gray : Ultimate Doom Builder

Post by peewee_RotA »

If I use the Fade = "Gray" setting in ZMAPINFO, UDB throws an error. The feature works in GZDOOM when the map is loaded, but the editor throws the error on every load. I can just ignore it and keep working.

I think the named colors are not set up right. Is there a configuration I have to set for them? If not, what if I reference them by RGB value? Is there a reference that tells me the RGB values of the preset color names?

Code: Select all

MAPINFO error in "xrpglevels\ZMAPINFO", line 118. Failed to parse fade value from string "gray".
I've tried other values including
Fade = "Gray"
Fade = "gray"
Fade = Gray
Fade = gray
Fade = "Grey"
Fade = "grey"
Fade = Grey
Fade = grey
Here's the current mapinfo block I have:

Code: Select all

map MAP11 "Purgatory"
{
   warptrans = 7
   next = MAP12
   cluster = 3
   sky1 = SKYWALL2
   sky2 = SKYFOG2, 0.25
   doublesky
   Fade = "Gray"
   music = "grover"
}
User avatar
Kappes Buur
 
 
Posts: 4007
Joined: Thu Jul 17, 2003 12:19 am
Location: British Columbia, Canada

Re: Fade = Gray : Ultimate Doom Builder

Post by Kappes Buur »

Code: Select all

map MAP01 "Purgatory"
{
   next = MAP01
   Fade = "Gray"
   music = "grover"
}
Works for me.

peewee_RotA
Posts: 276
Joined: Fri Feb 07, 2014 6:45 am

Re: Fade = Gray : Ultimate Doom Builder

Post by peewee_RotA »

Kappes Buur wrote: Works for me.
Yes, it works in game.

Do you get any errors in Ultimate Doom Builder?
User avatar
Kappes Buur
 
 
Posts: 4007
Joined: Thu Jul 17, 2003 12:19 am
Location: British Columbia, Canada

Re: Fade = Gray : Ultimate Doom Builder

Post by Kappes Buur »

peewee_RotA wrote: Do you get any errors in Ultimate Doom Builder?
No.

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