GZDoom Builder 2.3

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GhostKillahZero
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Re: GZDoom Builder 1.14

Post by GhostKillahZero »

why not add fade in doom hexen format?
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everamzah
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Re: GZDoom Builder 1.14

Post by everamzah »

Gez
 
 
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Re: GZDoom Builder 1.14

Post by Gez »

GhostKillahZero wrote:why not add fade in doom hexen format?
Because it requires parsing and understanding ACS which is a lot harder than a straight look up of map data structures.

Besides, UDMF has been around for a while now (supported officially since 2009). People who make maps for ZDoom and start with Hexen format are just begging not to get easy and convenient access to advanced features. They use Hexen format because they have a hard on for workaround hacks like [wiki]Line_SetIdentification[/wiki] or using ACS to set up map properties, and it would be disrespectful of their fetish to give them fancy convenience when they obviously hate it. Because if they didn't hate convenience, they would be making their map in UDMF in the first place. QED.
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GhostKillahZero
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Re: GZDoom Builder 1.14

Post by GhostKillahZero »

I meant to say add fog in GZDB while making hexen format maps?
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Mikk-
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Re: GZDoom Builder 1.14

Post by Mikk- »

GhostKillahZero wrote:I meant to say add fog in GZDB while making hexen format maps?
What does that even mean?
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GhostKillahZero
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Re: GZDoom Builder 1.14

Post by GhostKillahZero »

Can be able to see fog in visual mode in doom hexen format. this has'nt been implemented yet, so maybe this can be added?
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Mikk-
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Re: GZDoom Builder 1.14

Post by Mikk- »

Gez wrote:
GhostKillahZero wrote:why not add fade in doom hexen format?
Because it requires parsing and understanding ACS which is a lot harder than a straight look up of map data structures.
This is why.
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Enjay
 
 
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Re: GZDoom Builder 1.14

Post by Enjay »

Yar! It's a sector property in UDMF but it has to be achieved by other means in Hexen format.
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GhostKillahZero
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Re: GZDoom Builder 1.14

Post by GhostKillahZero »

If nobody thinks it's a great idea, then forget the idea...
Gez
 
 
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Re: GZDoom Builder 1.14

Post by Gez »

What I think is a great idea is to never use Hexen format for ZDoom maps anymore. If you make a vanilla Hexen map, by all means, use Hexen format; but if your editor of choice is GZDB and you're making a map for ZDoom where you plan to use (G)ZDoom features, you have no excuse not to use UDMF.

Also, UDMF is what you should use, and you should use UDMF.

PS: UDMF.
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GhostKillahZero
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Re: GZDoom Builder 1.14

Post by GhostKillahZero »

Most maps I come across is in doom-hexen format, But if its better than hexen format, then I will switch to UDMF.
PS: Thanks for the feedback.
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Enjay
 
 
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Re: GZDoom Builder 1.14

Post by Enjay »

GhostKillahZero wrote:If nobody thinks it's a great idea, then forget the idea...
I think you may be missing the point. This is not really a GZDoom builder thing but more a limitation of the Hexen map format. UDMF allows setting fog colour as a sector property directly in the editor. The Hexen format does not. GZDoom builder can read the sector property and apply it directly. However, in order to display the fade colour in Hexen format maps, GZDoom builder would have to be given additional functionality that it is not meant for (eg running scripts). That's something for the game engine to do, not the map editor.
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Siberian Tiger
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Re: GZDoom Builder 1.14

Post by Siberian Tiger »

Enjay wrote:
GhostKillahZero wrote:If nobody thinks it's a great idea, then forget the idea...
I think you may be missing the point. This is not really a GZDoom builder thing but more a limitation of the Hexen map format. UDMF allows setting fog colour as a sector property directly in the editor. The Hexen format does not. GZDoom builder can read the sector property and apply it directly. However, in order to display the fade colour in Hexen format maps, GZDoom builder would have to be given additional functionality that it is not meant for (eg running scripts). That's something for the game engine to do, not the map editor.
I am agreeing with the happy\pissed off face with the Windows XP Pro. (RIP) startup bar (along with a few other posts from other users). Unless you have a specific reason to utilize 'Doom in Hexen' format, I would suggest on using UDMF instead. UDMF offers much more in functionality and improvements (and nicer to compact) than 'Doom in Hexen'. Maybe the links here or here will help you change your mind into using UDMF?
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GhostKillahZero
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Re: GZDoom Builder 1.14

Post by GhostKillahZero »

I'm switching over to UDMF instead of Hexen format. So no need to reply further more about this.
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Nash
 
 
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Re: GZDoom Builder 1.14

Post by Nash »

Yay! Even Enjay endorses UDMF now. :D

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