
Can you still highlight sectors after you try to enter draw slope mode? If that's the case then something went wrong when engagin the mode (as it would then throw you back to the last used mode).

That's a bug in GZDB, try updating it to the latest version. Maybe that fixes your problem, too.ShinyCrobat wrote:Though, I should say that Slope Mode and Draw Slope Mode have the same icon.
Spoiler: Here's an example of what I'm talking about:A better example could be a roof using 3D floors since their floor/ceiling are inverted.
Sound like a good idea.Leonard2 wrote:
- A quicker and easier way to assign sectors to slopes would be to display them as a simple selection (like when they are highlighted) when a vertex is selected, then selecting/deselecting sectors would automatically assign them.
Will be (re)addedLeonard2 wrote:
- You shouldn't force the user to select a sector first to draw a slope, I would prefer to assign them myself afterwards.
Hmm yeah, I see how this approach could be better. But it could also make it more confusing when (un)assigning sectors to a slope. I'll just try it and see how it works out.Leonard2 wrote:
- Choosing between a floor and a ceiling slope should be done per sector (ie in the "Edit Slope Vertex" list), this would allow more complex shapes without the need of a duplicate slope.
Spoiler: Here's an example of what I'm talking about:A better example could be a roof using 3D floors since their floor/ceiling are inverted.
Will be changed.Leonard2 wrote:
- Allowing non-integer numbers for a vertex X,Y and Z would really be useful when using, for example, circular geometry.
Unfortunately that's not possible. Each mode decides on its own what should be drawn, so I'd have to replace each mode with a version that shows the slope vertices.Leonard2 wrote:[/list]
- It would be really useful as well if slopes were still shown even after leaving the slope mode. For instance, things don't disappear when you aren't in things mode. Of course, hovering them shouldn't work and the text should disappear.
- Just like vertice heights, a preview in visual mode would vastly improve how straightforward such a tool is. It would be much better to allow the user to directly change a vertex height with visual feedback rather than manually entering the value. Marking them with a simple cross similar to sizeless things and then linking them should be enough.
I tried around a bit, and it works pretty well. However, there's one big downside. I implemented a feature that adjusts the heights of all sectors (and of the slope vertices) belonging to a slope vertex group, if the height of one of its sectors changes. I.e. in my example map, when you'd change the floor height of the center sector of a ramp, it would also change the floor heights of the borders, basically locking the sectors together. That doesn't really work out when the slope vertex group can be used to describe both a floor and ceiling slope, because you can set the floor and ceiling heights of the affected sectors to conflicting values in the edit sector dialog.boris wrote:Hmm yeah, I see how this approach could be better. But it could also make it more confusing when (un)assigning sectors to a slope. I'll just try it and see how it works out.Leonard2 wrote:
- Choosing between a floor and a ceiling slope should be done per sector (ie in the "Edit Slope Vertex" list), this would allow more complex shapes without the need of a duplicate slope.
Spoiler: Here's an example of what I'm talking about:A better example could be a roof using 3D floors since their floor/ceiling are inverted.
I'm not sure I understand what you mean here.boris wrote:because you can set the floor and ceiling heights of the affected sectors to conflicting values in the edit sector dialog.
That wouldn't cover every possible uses without the need of a duplicate slopes in some cases.boris wrote:I have another idea, though: optionally inverting floor and ceiling for 3D floors. I.e. a floor slope could slope the ceiling of a 3D floor control sector, and the other way around for ceiling slopes. I'll see how that works out.
Have a look at this video:Leonard2 wrote:I'm not sure I understand what you mean here.boris wrote:because you can set the floor and ceiling heights of the affected sectors to conflicting values in the edit sector dialog.
If a sector's heights changed then only check for a change on its sloped surface.
If a single sector or a selection has both ceiling and floor slopes, you should just ignore the user's changes in case they conflict and eventually warn him about it.
But does every obscure case have to be covered? How often would you actually want to do something like the GATE4 sectors in the video? With the inverted floor/ceiling for 3D floors you'd still only need 2 slope vertex groups when doing a sloped 3D floor between two sloped sectors.Leonard2 wrote:That wouldn't cover every possible uses without the need of a duplicate slopes in some cases.boris wrote:I have another idea, though: optionally inverting floor and ceiling for 3D floors. I.e. a floor slope could slope the ceiling of a 3D floor control sector, and the other way around for ceiling slopes. I'll see how that works out.
What if I want the sloped 3D floor to be thin like a sheet of paper?boris wrote:How often would you actually want to do something like the GATE4 sectors in the video?
Is that actually common practice? And if so, in what scenarios? Room over room with keeping the heights to multiples of 128?Leonard2 wrote:What if I want the sloped 3D floor to be thin like a sheet of paper?
What I'm concerned about is the user unintentionally breaking it, which can result in unexpected and confusing behaviours. Just creating a new slope vertex group in such a case sounds like it could be a viable option.Leonard2 wrote: How often would the user contradict/intentionally break the sloped surface that he defined himself?
And even if this happens, then maybe you could create a duplicate of the sloped surface at the new (contradicting) specified height and assign it to the corresponding sectors.
Now that would make this plugin even more useful.
Code: Select all
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at CodeImp.DoomBuilder.ThreeDFloorMode.ThreeDFloorHelperMode.UpdateOverlay()
at CodeImp.DoomBuilder.ThreeDFloorMode.ThreeDFloorHelperMode.OnEngage()
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at CodeImp.DoomBuilder.Editing.EditModeInfo.UserSwitchToMode()
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I don't know what's wrong with your system, but I do know that it works in r2375 and in r2374.abbuw wrote:GZDoom Builder R2374 crashes when I attempt to use the latest version of this plugin.
Spoiler:[edit]

I must apologize.Kappes Buur wrote:I don't know what's wrong with your system, but I do know that it works in r2375 and in r2374.abbuw wrote:GZDoom Builder R2374 crashes when I attempt to use the latest version of this plugin.
Spoiler:And the crash log:
Spoiler:And my GZBuilder.log, in case it is of value
Spoiler:
Kappes Buur wrote: I must apologize.![]()
When I answered the above post, I was using the older version of the plugin, which did not provide the slope option. And that is working as intended. After watching boris's videos showing off the slope function, I just now downloaded ThreeDFloorMode-v0.1.0.zip and installed it, and indeed it crashes as soon as I click the icon.
So, abbuw and ReedtheStrange were correct. Sorry, guys.


Thank you.boris wrote:Anyway, here's a version that should work again: https://github.com/biwa/3dfloormode/rel ... v0.1.1.zip