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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)

Downloads


Developer 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 01-28-08 at 05:38

Old Post 06-04-07 09:57 #
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Oogaland
Warming Up


Posts: 15
Registered: 04-06


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 06-04-07 12:24 #
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Xtife
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Posts: 423
Registered: 04-05


nice to see that you continued to work on this :)

Old Post 06-09-07 19:38 #
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Doomguy0505
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Posts: 55
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It would be nice if you could see the reported bugs at CodeImp's website

Old Post 06-11-07 00:42 #
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Doomguy0505
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Posts: 55
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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 06-22-07 12:37 #
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JacKThERiPPeR
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Posts: 346
Registered: 02-04


Link broken.

Old Post 06-24-07 17:42 #
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Doomguy0505
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Posts: 55
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New link is there, Edward850's rebuilding his site, so the link got broken

Old Post 06-25-07 07:15 #
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that_guy
Newbie


Posts: 4
Registered: 07-05


Nice :D

Any plans to support .png decorate sprite previews?

Old Post 07-09-07 22:40 #
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Xtife
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Posts: 423
Registered: 04-05


iv been unable to open any of my projects due to this error:
http://xtyfe.tastyspleen.net/DBerror.jpg

Old Post 07-10-07 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 07-12-07 06:03 #
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doom2day
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Posts: 685
Registered: 08-04


Doombuilder would crash if you tried using a function while 3D mode was loading. Is that fixed now?

Old Post 07-12-07 15:06 #
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Xtife
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Posts: 423
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so it seems :( i hope my work isnt corrupt or anything
any ideas on how to fix this

Old Post 07-12-07 16:10 #
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Xtife
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Posts: 423
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i fixed the problem

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

Old Post 07-12-07 23:32 #
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Doomguy0505
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1.05 is done

Old Post 12-23-07 05:56 #
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CodeImp
Moderator


Posts: 1501
Registered: 12-03


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 12-23-07 09:06 #
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Doomguy0505
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Yes, that would be great

Old Post 12-23-07 14:09 #
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CodeImp
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See your email ;)

Old Post 12-23-07 14:29 #
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Oogaland
Warming Up


Posts: 15
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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 12-24-07 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 12-29-07 at 06:24

Old Post 12-26-07 13:25 #
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tannermann
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Posts: 13
Registered: 12-07


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 12-29-07 10:24 #
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Doomguy0505
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Posts: 55
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If you want me to, I'll forward the bug messages to you

Old Post 12-29-07 13:08 #
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CodeImp
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Posts: 1501
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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 12-29-07 14:10 #
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Doomguy0505
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Never mind, I didn't read his post properly

Old Post 12-30-07 03:23 #
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hawkwind
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Posts: 1014
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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 01-31-08 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 02-11-08 09:33 #
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hawkwind
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Posts: 1014
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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 02-12-08 11:36 #
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Doomguy0505
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Posts: 55
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You forgot to escape the backslashes, try this instead

code:
forcewad = "D:\\program files\\Risen3Dv2\\Data\\Risen3D.wad";

Old Post 02-14-08 07:12 #
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alterworldruler
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Posts: 673
Registered: 10-06


I have a question about DoomBuilderX, it's possible to bind moving linedefs/vertices to a key there and properties too?

Old Post 02-14-08 09:53 #
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hawkwind
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Posts: 1014
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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 02-19-08 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 03-13-08 14:00 #
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