GZDoom Builder 2.3
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Nash
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- Posts: 17513
- Joined: Mon Oct 27, 2003 12:07 am
- Location: Kuala Lumpur, Malaysia
Re: GZDoom Builder 1.14
Hi, I have a question:
With the plugin architecture, is it possible to do the following? I have a custom UDMF user int variable that I add into sectors, which my ACS utilizes.
Anyway, instead of going into the Custom tab when editing a Sector to set it to 1 or 0, I just want to make a checkbox at the main Properties page under the Flags section.
Now my question is if I can do this via a plugin instead of having to alter the main GZDB code?
With the plugin architecture, is it possible to do the following? I have a custom UDMF user int variable that I add into sectors, which my ACS utilizes.
Anyway, instead of going into the Custom tab when editing a Sector to set it to 1 or 0, I just want to make a checkbox at the main Properties page under the Flags section.
Now my question is if I can do this via a plugin instead of having to alter the main GZDB code?
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boris
- Posts: 789
- Joined: Tue Jul 15, 2003 3:37 pm
Re: GZDoom Builder 1.14
The 5th argument ("Share slope") of the Plane_Copy (118) action seems to be broken. It wants to use tags set in the first four arguments, but the intention (at least as far as I understand, and as it actually works in GZDoom) is be used without the first four arguments.
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Gez
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- Posts: 17946
- Joined: Fri Jul 06, 2007 3:22 pm
Re: GZDoom Builder 1.14
Yes, [wiki]Plane_Copy[/wiki]'s fifth argument is independent of the first four. The first four arguments are used to copy the slope from a tagged sector, the last is used to copy the slope from the other side of the linedef.
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MaxED
- Posts: 2246
- Joined: Tue Feb 28, 2012 12:55 pm
Re: GZDoom Builder 1.14
Newsflash! (r1939)
1. Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
2. Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
3. Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
4. Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info. 5. Things mode: things can now be duplicated by holding shift and then dragging them.
6. Moved "Action Doom", "Harmony", "Chex Quest" 1 and 3 game configuration to Configurations/Other Games.
7. Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
8. Classic modes: display was not updated after loading a sprite.
9. Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
1. Model rendering (all modes): UDMF scale, pitch and roll are now displayed.
2. Thing Edit Form, UDMF: added controls for setting pitch, roll, scale, render style, fill color, alpha, health and score.
3. Visual mode, UDMF: UDMF scale is now applied when rendering sprites.
4. Added Thing Statistics form (Edit -> View Thing Types...), which shows all loaded thing types with some additional info. 5. Things mode: things can now be duplicated by holding shift and then dragging them.
6. Moved "Action Doom", "Harmony", "Chex Quest" 1 and 3 game configuration to Configurations/Other Games.
7. Visual mode: sprites with negative ScaleX and positive ScaleY were not rendered properly.
8. Classic modes: display was not updated after loading a sprite.
9. Current testing engine change was not saved on closing the program when no other game configuration settings were changed.
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Nash
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- Posts: 17513
- Joined: Mon Oct 27, 2003 12:07 am
- Location: Kuala Lumpur, Malaysia
Re: GZDoom Builder 1.14
Will test the crap out of this when it gets on devbuilds!!! :D :D :D Thanks MaxEd and Siberian Tiger!
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Nash
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- Posts: 17513
- Joined: Mon Oct 27, 2003 12:07 am
- Location: Kuala Lumpur, Malaysia
Re: GZDoom Builder 1.14
MaxEd, it seems you may have removed an important function - the "randomize" function for the Angle property. I use it a lot to place hundreds of grass models and randomize their angles.
Also, while you're at it, there should be randomize functions for scale, pitch and roll too. Makes scattering natural rocks a faster process if you have to do like 50 of them in 1 go.
EDIT: Really happy with it so far but please add the mass-randomization back :(

Also, while you're at it, there should be randomize functions for scale, pitch and roll too. Makes scattering natural rocks a faster process if you have to do like 50 of them in 1 go.
EDIT: Really happy with it so far but please add the mass-randomization back :(

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MaxED
- Posts: 2246
- Joined: Tue Feb 28, 2012 12:55 pm
Re: GZDoom Builder 1.14
Newsflash! (r1941)
1. Renamed Jitter mode to Randomize mode.
2. Randomize mode: randomized pitch, roll and scale can now be applied to things. 3. Randomize mode: removed "Relative" option, because results with this option enabled were almost the same as without it.
4. Classic modes, model rendering: selected models are now rendered using highlight color, so they no longer blend with thing rectangle/circle.
5. Model rendering, UDMF: scale was applied incorrectly to models with pitch or roll.
1. Renamed Jitter mode to Randomize mode.
2. Randomize mode: randomized pitch, roll and scale can now be applied to things. 3. Randomize mode: removed "Relative" option, because results with this option enabled were almost the same as without it.
4. Classic modes, model rendering: selected models are now rendered using highlight color, so they no longer blend with thing rectangle/circle.
5. Model rendering, UDMF: scale was applied incorrectly to models with pitch or roll.
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Kappes Buur
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- Posts: 4249
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
Re: GZDoom Builder 1.14
Feature Request:
With GZDB open, I want to open an existing map, the folder which is presented first is 'Document Library'',
at least on my computer. Then I have to hunt for the drive and folder and subfolder to find the map.
It would be most handy if I could preset, somewhere, a path to a particular folder.
With GZDB open, I want to open an existing map, the folder which is presented first is 'Document Library'',
at least on my computer. Then I have to hunt for the drive and folder and subfolder to find the map.
It would be most handy if I could preset, somewhere, a path to a particular folder.
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MaxED
- Posts: 2246
- Joined: Tue Feb 28, 2012 12:55 pm
Re: GZDoom Builder 1.14
Fixed in r1942.boris wrote:The 5th argument ("Share slope") of the Plane_Copy (118) action seems to be broken. It wants to use tags set in the first four arguments, but the intention (at least as far as I understand, and as it actually works in GZDoom) is be used without the first four arguments.
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MaxED
- Posts: 2246
- Joined: Tue Feb 28, 2012 12:55 pm
Re: GZDoom Builder 1.14
Folder, used while opening a map, is now stored in program configuration and is used as a starting folder next time you open a map (r1943).Kappes Buur wrote:Feature Request:
With GZDB open, I want to open an existing map, the folder which is presented first is 'Document Library'',
at least on my computer. Then I have to hunt for the drive and folder and subfolder to find the map.
It would be most handy if I could preset, somewhere, a path to a particular folder.
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Kizoky
- Posts: 291
- Joined: Mon Nov 14, 2011 9:59 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: Around weirdos, I'm the biggest weirdo among them
Re: GZDoom Builder 1.14
I don't exactly know when I opened Doom Builder 2 last time....
Anyways, keep up the good work!
Anyways, keep up the good work!
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MaxED
- Posts: 2246
- Joined: Tue Feb 28, 2012 12:55 pm
Re: GZDoom Builder 1.14
Newsflash! (r1947)
1. Sectors, Linedefs, Things, Vertices modes: added "Select Similar" action (available in <Mode name> -> "Select Similar..." menu), which lets you select map elements similar to currently selected ones, based on a set of settings.
2. Things mode: added "Filter Selection" form (Things -> Filter Selection), which allows to quickly filter selected things by type. 3. UDMF: added "transparent" linedef flag.
4. UDMF: sector, linedef and thing render styles are now defined in Game Configuration.
1. Sectors, Linedefs, Things, Vertices modes: added "Select Similar" action (available in <Mode name> -> "Select Similar..." menu), which lets you select map elements similar to currently selected ones, based on a set of settings.
2. Things mode: added "Filter Selection" form (Things -> Filter Selection), which allows to quickly filter selected things by type. 3. UDMF: added "transparent" linedef flag.
4. UDMF: sector, linedef and thing render styles are now defined in Game Configuration.
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Nash
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- Posts: 17513
- Joined: Mon Oct 27, 2003 12:07 am
- Location: Kuala Lumpur, Malaysia
Re: GZDoom Builder 1.14
I created a custom actor that inherits directly from [wiki]Classes:PointLight[/wiki]
but it only appears as an unlit question mark in the Visual Mode. Is it possible to make it illuminate and behave like a dynmic light too? With the usual dynamic light args to set the size and colour... ?
Code: Select all
Actor Z_SkyLight : PointLight 15000
{
}
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Nash
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- Posts: 17513
- Joined: Mon Oct 27, 2003 12:07 am
- Location: Kuala Lumpur, Malaysia
Re: GZDoom Builder 1.14
Bug: Thing tags with negative numbers are not shown in the Tag Explorer.
EDIT for clarification: I am using tags < -32000 for my game logic actors (-32001, -32002, etc)
EDIT for clarification: I am using tags < -32000 for my game logic actors (-32001, -32002, etc)
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MaxED
- Posts: 2246
- Joined: Tue Feb 28, 2012 12:55 pm
Re: GZDoom Builder 1.14
Sadly, it will reqiure more changes than I'm currently willing to make. To be honest, the whole dynamic light implementation is pure garbage and needs a full rewrite (this is one of the two new systems I've added back in 2012, before even thinking about releasing GZDB to the public. Back then, the main solution I applied was "just make it work no matter how bad the implementation is"...)Nash wrote:I created a custom actor that inherits directly from [wiki]Classes:PointLight[/wiki] but it only appears as an unlit question mark in the Visual Mode. Is it possible to make it illuminate and behave like a dynmic light too? With the usual dynamic light args to set the size and colour... ?
Fixed in r1950.Nash wrote:Bug: Thing tags with negative numbers are not shown in the Tag Explorer.