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Doomguy0505
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Posts: 55
Registered: 03-07


This is based on Doom Builder 1.68 r386
Current version is 1.06 (28/01/08)

New features in this
  • You can switch to a wad editor and Doom Builder reopens the map after editing (in the same zoom and spot as before)
  • You can define constant values for line specials (config using the feature is included)
  • Added guis for most features
  • Ability to upgrade configuration
  • Game configuration specific test parameters
  • Comes with a help file
  • "forcewad" option for an additional addwad for a game configuration (useful in skulltag where you would want skulltag.wad to be loaded)
  • Environ variables added for test path so that you can use "%DOOMPATH%\\zdoom.exe" instead of "[path-to-zdoom]\\zdoom.exe" in test prefabs
  • New //$SPRITE for Decorate things
  • Acc options are external, so you can change the acc path and parameters (you need to modify builder.cfg directly to change these, however)
DownloadsDeveloper Info
  • ACC modifications are in the "Compile" button of frmScript
  • DECORATE sprite modifications are in ApplyDecorateThings and most of the functions that begin with GetThing.
Stuff you'll find at the end of the file

builderx, builderx->acc, builderx->acc->path and builderx->acc->command and made automatically if not found, environ needs to be added if you want to use environment variables
code:
builderx { environ { DOOMPATH = "G:\\MyDocs\\Doom"; } acc { path = "%path%\\acc.exe"; command = "%scriptshort% %objshort%"; } }

Last edited by Doomguy0505 on Jan 28 2008 at 05:38

Old Post Jun 4 2007 09:57 #
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Oogaland
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Ah, looks interesting. Speaking of patches, I have quite a bit of stuff in the version I adjusted for SRB2 that might be useful in general... Maybe I should do something similar.

Old Post Jun 4 2007 12:24 #
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Xtife
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nice to see that you continued to work on this :)

Old Post Jun 9 2007 19:38 #
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Doomguy0505
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It would be nice if you could see the reported bugs at CodeImp's website

Old Post Jun 11 2007 00:42 #
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Doomguy0505
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I've got a new version with the DECORATE sprites and it gets their Radius and Height correctly instead of "???"'s

Old Post Jun 22 2007 12:37 #
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JacKThERiPPeR
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Link broken.

Old Post Jun 24 2007 17:42 #
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Doomguy0505
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New link is there, Edward850's rebuilding his site, so the link got broken

Old Post Jun 25 2007 07:15 #
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that_guy
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Nice :D

Any plans to support .png decorate sprite previews?

Old Post Jul 9 2007 22:40 #
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Xtife
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iv been unable to open any of my projects due to this error:
http://xtyfe.tastyspleen.net/DBerror.jpg

Old Post Jul 10 2007 03:01 #
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Doomguy0505
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There's a new version that makes the test switching faster.

@Xtife: I haven't added file related things so I don't see why this is only in BuilderX

Old Post Jul 12 2007 06:03 #
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doom2day
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Doombuilder would crash if you tried using a function while 3D mode was loading. Is that fixed now?

Old Post Jul 12 2007 15:06 #
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Xtife
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so it seems :( i hope my work isnt corrupt or anything
any ideas on how to fix this

Old Post Jul 12 2007 16:10 #
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Xtife
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i fixed the problem

i reinstalled DB 1.68 and applied your patch after
and it work

Old Post Jul 12 2007 23:32 #
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Doomguy0505
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1.05 is done

Old Post Dec 23 2007 05:56 #
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CodeImp
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If you like, I can change the bug report form on my website to send the emails to you instead. Also, if you like, I can forward you a few bug reports I have received that might be usefull.

Old Post Dec 23 2007 09:06 #
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Doomguy0505
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Yes, that would be great

Old Post Dec 23 2007 14:09 #
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CodeImp
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See your email ;)

Old Post Dec 23 2007 14:29 #
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Oogaland
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Doomguy0505: There might be some things of interest in the version that I forked for SRB2, which you're welcome to merge into DBX if you like. Here's a changelog. I'll PM you a link to the SVN repo if you're interested, rather than just post it, since it's on a rather low-bandwidth server.

Old Post Dec 24 2007 11:24 #
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Doomguy0505
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Ok, PM the link

Does anybody want an update manager for Doom Builder like the one in DecEdit?

Last edited by Doomguy0505 on Dec 29 2007 at 06:24

Old Post Dec 26 2007 13:25 #
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tannermann
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Can i be like an Error worker? seriously,i am good with error and finding out how they work and what causes them

Old Post Dec 29 2007 10:24 #
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Doomguy0505
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If you want me to, I'll forward the bug messages to you

Old Post Dec 29 2007 13:08 #
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CodeImp
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Huh, what am I missing? If tannerman finds bugs, he doesn't fix them. He should WRITE the bug reports (using the appropriate form) so you can fix them.

Old Post Dec 29 2007 14:10 #
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Doomguy0505
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Never mind, I didn't read his post properly

Old Post Dec 30 2007 03:23 #
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hawkwind
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Doomguy0505 said:
[*] "forcewad" option for an additional addwad for a game configuration (useful in skulltag where you would want skulltag.wad to be loaded)

Could someone tell me how this is done ?

Old Post Jan 31 2008 00:01 #
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Doomguy0505
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Add a line like this to a game configuration file
code:
forcewad = "$PATH$";

Old Post Feb 11 2008 09:33 #
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hawkwind
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Doomguy0505 said:
Add a line like this to a game configuration file
code:
forcewad = "$PATH$";

I cannot get it to work.

I tried this for my Risen3D-Doom2.cfg file ...

// This forces an additional wad to be loaded
forcewad = "D:\program files\Risen3Dv2\Data\Risen3D.wad";

and this ...

// This forces an additional wad to be loaded
forcewad = "$D:\program files\Risen3Dv2\Data\Risen3D.wad$";

Neither worked.

Although if I load Risen3D.wad manually via Additional Textures and Flats from WAD file: ... I can get Risen3D.wad to load.

Old Post Feb 12 2008 11:36 #
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Doomguy0505
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You forgot to escape the backslashes, try this instead
code:
forcewad = "D:\\program files\\Risen3Dv2\\Data\\Risen3D.wad";

Old Post Feb 14 2008 07:12 #
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alterworldruler
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Posts: 716
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I have a question about DoomBuilderX, it's possible to bind moving linedefs/vertices to a key there and properties too?

Old Post Feb 14 2008 09:53 #
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hawkwind
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Doomguy0505 said:
You forgot to escape the backslashes, try this instead
code:
forcewad = "D:\\program files\\Risen3Dv2\\Data\\Risen3D.wad";

That worked, thanks ! :)

Old Post Feb 19 2008 02:54 #
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MartinHowe
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Posts: 144
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The //$SPRITE for decorate things is nice; would it be possible for the next version to have some kind of marker that says to draw an arrow and what colour to use? I was thinking along the lines of //$ARROW bool and //$COLOR string.

It would save having to make custom DB config files for each work that uses extra WAD files. //$TITLE string would be nice too, but not as essential, as careful use of meaningful class names can obviate that.

Old Post Mar 13 2008 14:00 #
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