Code: Select all
#include "D:\Desenvolvimento\mods\MT2D\MT2D_Display.acs"
to
#include "MT2D_Display.acs"// loads from the map folder // worked before
or
#inclde "./MT2D_Display.acs" // loads from the map folder
Code: Select all
#include "D:\Desenvolvimento\mods\MT2D\MT2D_Display.acs"
to
#include "MT2D_Display.acs"// loads from the map folder // worked before
or
#inclde "./MT2D_Display.acs" // loads from the map folder
That's the script editor from gzdoom builder, under the file "SCRIPTS" you could load acs files form the system folder, but in some new update from MaxEd, I was forced to type the full path from the external acs file and not just the name of it, if it was under the map folder...ZZYZX wrote:What's that feature and where should it load from?
I think it should load it as a lump name from resources.
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#include "MyAcs/Rain.acs"
#include "MyAcs/Monster.acs"
Code: Select all
#include "C:\Zdoom\MyMap\MyAcs\Rain.acs"
#include "C:\Zdoom\MyMap\MyAcs\Monster.acs"
I love this change.R2847 | f4947a2:
Added: more magic to the autoalign/select neighbours logic; These functions should not anymore wrap around to the opposite side of two-sided linedefs, allowing you to select back and front sides separately using shift+click, and reducing infinite broken autoalign loops.
Nope. All it told me in the error log is what I posted in bold. Does GZDB do any kind of temporary file saving when entering visual mode? It seems to have came up a couple seconds after entering visual mode and I hadn't saved manually before entering it. Hasn't happened again yet.ZZYZX wrote:Did it specify which image failed?
Happens to me as well when I try to load 2 or 3 maps per session...Nevander wrote:Any idea what could cause a message like this:
Unable to make file image. AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
Came up randomly while I was in visual mode. Had Firefox open playing music on YouTube, which uses a lot of RAM. Did GZDB try to save the temporary map copy in memory being used by Firefox? Wild guess but it's the first time I've seen this and I don't usually listen to music in my browser while mapping, usually I use WMP.
Omg. I can't wait to see this fully fleshed out into a foolproof system. It will benefit the maps in my project like you would not believe. Keep up the good work ZZYZX.
Thank you! unfortunately I don't have any answers to this (I didn't even know what D64 lighting was supposed to be, initially)... I hope Graf Zahl will come along and answer these.ZZYZX wrote:Partially implemented Doom64 lighting.
Relevant issue here https://github.com/jewalky/GZDoom-Build ... /issues/24
Feedback is welcome, also help with color_absolute pls.
Because I'm setting color_absolute to true, setting sector's light level to 0, and final color is still calculated using sector's light level contrarily to what this commit says.
Also, just realized that GZDB doesn't even try to display different light levels on a sprite visually.
Also, what's this? It doesn't seem to work for me at all, neither in GZDB or GZDoom. Should it?