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Very latest version of DB2 and GZDoom Plugin?

Posted: Sun Jan 22, 2012 10:53 am
by Tormentor667
Dear ZDoomers,

I seem to have serious problems lately with several features in DB2, mostly while being in 3D Editing Mode. I noticed that the auto-align feature always calculates the wrong offsets and in many instances also displays some textures totally wrong, especially semi-translucent mid-textures. I am pretty sure that I missed some updates obviously and that's why I just wanted to know where I can find the latest DB2 and also the latest GZDoom editing plugin.

Thanks

Re: Very latest version of DB2 and GZDoom Plugin?

Posted: Sun Jan 22, 2012 3:33 pm
by Sgt Dopey
The latest version should be on the website as for the plugin I dont know where I got that from

Re: Very latest version of DB2 and GZDoom Plugin?

Posted: Wed Jan 25, 2012 5:57 am
by Tormentor667
Thanks, anyone else with more info?

Re: Very latest version of DB2 and GZDoom Plugin?

Posted: Wed Jan 25, 2012 11:50 am
by Kappes Buur

Re: Very latest version of DB2 and GZDoom Plugin?

Posted: Thu Jan 26, 2012 12:04 am
by Blue Shadow
I checked the link for the unofficial svn build but it doesn't seem to work. When I click on it, it takes me to a page filled to the brim with strange characters and stuff. :?

Re: Very latest version of DB2 and GZDoom Plugin?

Posted: Thu Jan 26, 2012 3:44 am
by Kinsie
Blue Shadow wrote:I checked the link for the unofficial svn build but it doesn't seem to work. When I click on it, it takes me to a page filled to the brim with strange characters and stuff. :?
Right Click, Save As.

Re: Very latest version of DB2 and GZDoom Plugin?

Posted: Thu Jan 26, 2012 4:42 am
by Blue Shadow
Silly me, never thought of doing that. Thanks.

Edit: Hmm, it seems that the latest build doesn't fix the issues that I'm having with the GZDoom visual mode, unfortunately.

First issue:

Let's say I have a texture with offset of (0, 0) and I change that to something different like, (0, 64) in the classic 2D mode (by right-clicking on the line and changing the offset through the "Edit Linedef" window), then go to the visual mode and change the offset manually. When I reset the texture offset (Shift+R), the offset doesn't rest to (0, 0). It resets to (0, 64) instead.

Second issue:

Changing the offset manually in the visual mode doesn't update the offset's figures for the line. You can still see the texture offsets before your eyes and it does work in-game, however, the figures are still wrong.
Spoiler:
You can clearly see from the screenshot that the texture's offset isn't (0, 0), but at the bottom of the screen in the panel, it says different.

Note: This was done using ZDoom: Doom in UDMF format.

@Torm: Sorry for taking over your thread like this.

Re: Very latest version of DB2 and GZDoom Plugin?

Posted: Thu Jan 26, 2012 1:54 pm
by NeuralStunner
Are you using Classic visial Mode or GZDoom Visual Mode? The latter changes the UDMF texture offsets.

Re: Very latest version of DB2 and GZDoom Plugin?

Posted: Thu Jan 26, 2012 11:35 pm
by Blue Shadow
NeuralStunner wrote:Are you using Classic visial Mode or GZDoom Visual Mode?
I wrote:Edit: Hmm, it seems that the latest build doesn't fix the issues that I'm having with the GZDoom visual mode, unfortunately.
:P
The latter changes the UDMF texture offsets.
Does it mean that I shouldn't be changing the offset manually in that visual mode? I know it automatically sets the offset of the textures but that doesn't seem to be related to the issues I'm having here, or is it?

Re: Very latest version of DB2 and GZDoom Plugin?

Posted: Fri Jan 27, 2012 7:29 am
by Gez
When changing offsets in GZDoom visual mode, it changes the UDMF-specific offsets (for upper, lower and middle textures), rather than the basic sidedef offset that affects all three textures.

Re: Very latest version of DB2 and GZDoom Plugin?

Posted: Fri Jan 27, 2012 7:41 am
by Nash
What's the justification in that? Are regular non-UDMF offsets obsolete?

Re: Very latest version of DB2 and GZDoom Plugin?

Posted: Fri Jan 27, 2012 8:17 am
by Gez
No, they certainly ain't.

I think there's no justification beyond "just use the normal visual mode if you want to change that" and "I don't feel like coding in some toggle key or whatever". :p

Re: Very latest version of DB2 and GZDoom Plugin?

Posted: Fri Jan 27, 2012 9:53 am
by Blue Shadow
Gez wrote:When changing offsets in GZDoom visual mode, it changes the UDMF-specific offsets (for upper, lower and middle textures), rather than the basic sidedef offset that affects all three textures.
Well, that solved the mystery. Thanks, Gez!

Re: Very latest version of DB2 and GZDoom Plugin?

Posted: Fri Jan 27, 2012 5:53 pm
by Tormentor667
Thanks for the latest links Kappes, that helps a lot

Re: Very latest version of DB2 and GZDoom Plugin?

Posted: Sat Feb 04, 2012 7:48 pm
by CodeImp
Allow me to bump this topic; The GZDoom plugin and all of its features are only meant for UDMF format. Don't use it for anything else. The GZDoom visual mode that this plugin has only modifies the UDMF texture offsets as it allows texture alignment for each part of a wall (upper, middle, lower) individually. Even the auto align in this mode does that. That said, I have to admit that the plugin is not bug free. I would love some programmer to help me out with it, but I understand it is a complex piece of code to get in to (specifically more complex than the original visual mode). So I'm afraid you just have to wait until I start fixing things, which will eventually happen, because this plugin is a base for the code of a plugin I maintain for the project I am currently working on. You can tell from my updates in December. Patience or help me out :P