
Since I barely have time even for more critical things these days.
Enjay wrote:That's my impression too. Most of them aren't even that interested in a newer editor; they already have one that they know, like and which does what they want. They didn't adopt GZDB and the majority probably won't adopt UDB even if they could run it.Kappes Buur wrote:From what I take away from reading various responses on Doomworld and some from ZDoom forum, those mapping for DOOM/2 or BOOM are mostly using Doombuilder2 or, if they are at least I bit interested, DoombuilderX.
ZZYZX wrote:Nope. Maybe Rachael has it
I fully agree with everything that you said in that post.Graf Zahl wrote:There's that - but there's also the undisputable fact that these systems are a tiny minority these days - it's just when you got 1000 satisfied customers and 5 running on an "old potato" you get 5 complaints but zero feedback from the other side, making this group to appear larger than it really is when in reality the continued support for them is not economical...
The auto-update will need to be changed to work with this. And I agree that we need a different process for auto-updates and CI (so that we don't automatically read from master branch)Graf Zahl wrote:ZZYZX wrote:Nope. Maybe Rachael has it
If you want download statistics, upload a release package on Github, they track these numbers. Doing so would definitely be better than relying on devbuilds, a proper release appears a lot more professional.
In case of UDB, 32-bit build is related to WINE support. 64-bit WINE is quite broken and buggy from my experience, especially 64-bit Mono (I still remember wild array index out of bounds in 64-bit version but not 32).Graf Zahl wrote:That said, I even question the need of a 32 bit build - this pretty much treads the same ground of out of date hardware. But unlike GL 2 support this one is normally not causing extra work, but it has gone down in significance far enough by now that if it ever becomes a blocker it'll be gone.
Spoiler:2) The ability to easily have the ThingTexture2D overlay shown on all things, not just the ones that have an obvious direction by default. (perhaps this option already exists somewhere?) With stim packs, med kits and many other items, their orientation doesn't matter - right up to the point you load a model pack or something and then suddenly all the med pack in the map are facing the wrong way.