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printz
CRAZY DOOM ZEALOT


Posts: 1757
Registered: 06-06


Also, please make Doom Builder 2 act in such a way that it doesn't remove unseen textures every time I split the sector. It's annoying and unnecessary. Thanks.

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Old Post 02-09-08 20:38 #
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Vermil
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Posts: 159
Registered: 03-04


Something I'd like to see in an editor is an extension of Doom Builders "find" and "find and replace" abilities that work across all the levels in a multi level wad (or maybe even allowing the user to select which map(s) they want included). Even being able to only do it on the currently open map has saved me considerable time when mapping in the past.

Though I obviously don't know just how pratical such a feature would be to code and you could just say "have your resources completely laid out before you begin building a multi level wad".

Old Post 02-09-08 21:16 #
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pabloD
Green Marine


Posts: 37
Registered: 03-02


dunno if it has been said already, but it would be awesome if it had a feature where two people could work on a level through internet connection madness. kinda like what the original doom editor had.

maybe thats too much? :)

Old Post 02-21-08 02:55 #
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MartinHowe
Junior Member


Posts: 106
Registered: 04-02


It's be nice if DB recognised "in HeXen format" special 121 in its own right, so that line ids also have "search/replace" and "next unused".

After all, the lineid special is actually an abuse of line specials by ZDoom to achieve an effect that really ought to have been in the HeXen map format anyway - line tags.

Old Post 02-21-08 08:47 #
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Graf Zahl
Forum Legend


Posts: 4143
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Yeah, Raven wanted to save an insignificant amount of memory and created this mess. :(

However, shouldn't any tag search look for all uses of a tag/line id - meaning also those where a tag is referenced instead of defined?

And BTW, there's a few other line specials that also can define line IDs.

Old Post 02-21-08 08:54 #
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VinceDSS
Senior Member


Posts: 1162
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MasterOfPuppets said:
oh, I've just remembered something.

some of us have mice with 4-6 buttons, but currently we cannot bind these buttons in doom builder. I recall there being some technical reason why it was not possible, but perhaps this feature could be implemented into DB2? not a grave demand, it would just be nice.



using your proprietary mouse drivers (intellimouse for MS, mouseware for Logitech, etc...) you can assign a key or a key combo (like ctrl+key) to your extra mouse buttons.

this way you can use all your extra buttons for all the apps and games you want ...

Old Post 03-29-08 02:49 #
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AlexMax
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I was working on a map tonight for the first time in forever, and I actually imagined a new feature that would be really nice to have in Doom Builder. After thinking of what it should be able to do, I realized that it was a whole lot like the "Make Sector" of WADED fame, so let's call it "Make Sector".

Basically, what this "Make Sector" tool does is that it allows me to click into the center of a space closed by lines and turn it into a sector. This would mainly have three uses:

1. Creating a sector from an 'island void'. You know how you can highlight a sector, hit delete, and turn it into an island void? Kind of like that, but in reverse.

2. Forcing the creation of two distinct sectors after a fubar'ed split. If I'm doing a lot of sector splitting, usually somehow or another I get one sector that is split across two completely different places and is separated by the sector I just created in between them. It is possible to fix, of course, by using the line tool and 'tracing' over one of the two (or even more) separate sections of the sector, but with "Make Sector" I would simply click inside of one of the separate sections and "Make Sector" would turn that into its own distinct sector.

3. Automated Sector repair. Basically a more extreme version of two. I'm sure we've all run into problems where somehow or another there will be an extraneous line somewhere that has its front or back side assigned to the wrong sector, and makes things look funky. You could of course try to utilize repair option #2, or you could redo the sidedef sector assignments by hand, but that's not very easy for a newbie to grasp. Much easier to simply click 'make sector' in all of the sectors bordering the 'stray lines' and have Doom Builder automatically reassign the appropriate sidedef properties.

Comedy Option. Break dummy sectors. This isn't exactly a use, but if you clicked 'make sector' inside of a sector that made use of a dummy sector or a dummy sector itself, it would separate the dummy from its parent or vice versa since it would create an all new sector.

Boring Option. If used on a 'normal' sector, it would 'create' a new sector with the exact same specifications and exact same boundaries as the old one, and would have no visible effect.

Make any sense?

Old Post 03-31-08 03:08 #
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Tango
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Sounds like a feature I could get a lot of use out of. :)

Old Post 03-31-08 05:03 #
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esselfortium
Senior Member


Posts: 1628
Registered: 01-02



AlexMax said:
I was working on a map tonight for the first time in forever, and I actually imagined a new feature that would be really nice to have in Doom Builder. After thinking of what it should be able to do, I realized that it was a whole lot like the "Make Sector" of WADED fame, so let's call it "Make Sector".

Basically, what this "Make Sector" tool does is that it allows me to click into the center of a space closed by lines and turn it into a sector.


Slade 2 has this, and I already asked CodeImp to put it in DB2. Unless he's changed his mind since I talked to him, it's planned :)

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Old Post 03-31-08 05:16 #
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Black Void
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Posts: 463
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Codeimp, I just want to give you more encouragement dude! It amazes me - every time I throw 'doom' to the side, people like you remind me of WHY it is so important. Don't be swayed by what anyone says - keep up the awesome work!

Old Post 03-31-08 17:58 #
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Christoph
Mini-Member


Posts: 61
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I don't know how stupid or redundant this may sound, because I'm still a noob when it comes to working with non-vanilla doom textures (like how to put them INTO your own wad - XWE doesn't like me). But my suggestion is to have a customizable texture library or database (on one's PC/as a feature of DB2, not just somewhere on the internet) where you can store or rename textures compiled from other wads, and then draw them from there to use yourself (with permissions of course) in which case DB2 would then add those specific textures used into that specific wad when it's done. That way you could have the option of viewing/using any texture whatsoever when you're working on a wad (except what to do about textures that replace other ones with same name?) but when you save the wad it would only save the textures actually used in that wad.

Old Post 04-01-08 05:04 #
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skadoomer
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@codeimp: how's this shaping up btw? its been a while since a progress update, anything to report?

Old Post 04-07-08 05:53 #
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croud control
Newbie


Posts: 3
Registered: 03-08


Im not sure about this but its my best shot... (noob)
I thought about maby having a monster from doom but modded a bit.
I have a picture of a modded cacodemon i call the baron-of-caco
i donno how to upload photos cause im a noob but my e-mails'
the_super_gamer_man@yahoo.com (dont ask)

Old Post 04-12-08 00:24 #
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Mechadon
Member


Posts: 562
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croud control said:
Im not sure about this but its my best shot... (noob)
I thought about maby having a monster from doom but modded a bit.
I have a picture of a modded cacodemon i call the baron-of-caco
i donno how to upload photos cause im a noob but my e-mails'
the_super_gamer_man@yahoo.com (dont ask)


What does that have to do with DoomBuilder? It's a map editor, not a port or a megawad or something like that.

Old Post 04-12-08 01:09 #
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Grazza
omg lolcano


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I presume he's referring to the "design a new icon" bit.

Old Post 04-12-08 01:16 #
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Mechadon
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Posts: 562
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Oh, if that's the case...croud control, I'd like to direct your attention to http://www.imageshack.us/. You can upload your picture of the icon there (not sure if it supports actual .ico images, though) and then it should spit out a link. Just insert that link inbetween some image tags...
code:
[img ]insert url here[/img]


...and it should appear on your next post :D. Which reminds me, I have an old icon I made, I should send it to CodeImp to see if he likes it.

Old Post 04-12-08 01:29 #
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croud control
Newbie


Posts: 3
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I forgot to mension to say that this was for the new image of doom builder 2
http://img150.imageshack.us/my.php?...onofcacoia8.gif
i think this might work + heres the immage

Old Post 04-12-08 02:38 #
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KarlBhalai
Warming Up


Posts: 20
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cool can't wait for it! i love codeimp

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Old Post 04-13-08 21:14 #
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croud control
Newbie


Posts: 3
Registered: 03-08


thanks to spyware i couldnt get this in the day after i got the old one in but at least i have it now
http://img260.imageshack.us/my.php?...nofcaco2ma2.gif

Old Post 04-20-08 04:49 #
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CodeImp
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Doom Builder 2 is progressing nicely, although there is still a lot to be done. Problem is that I don't have that much time like I had before when I wrote Doom Builder 1 :( But I haven't given up yet.

I'm sorry to disappoint you, croud control, but I already have a logo by now. Actually everything is covered as far as I can see at this point.

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Old Post 05-02-08 11:57 #
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DoomKn1ght
Mini-Member


Posts: 89
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I saw that port like eternity have a vpo warning but wouild it be possible to calculate the number of plane in 3D mode(at camera position) even though 3D mode in doom builder is rendered differently.
I know I have already asked something similar but this time
from the camera view.

Old Post 05-02-08 15:37 #
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CodeImp
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no.

Old Post 05-02-08 16:00 #
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MasterOfPuppets
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Posts: 608
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CodeImp said:
I'm sorry to disappoint you, croud control, but I already have a logo by now.
may we be able to see it? or do you want to surprise us later?

Old Post 05-02-08 22:54 #
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exl
Personal Test Dummy


Posts: 312
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MasterOfPuppets said:
may we be able to see it? or do you want to surprise us later?


http://doombuilder.svn.sourceforge....gif?view=markup

Pretty clever, I hope it ends up a bit more smoothed out color-wise IMO.

Old Post 05-02-08 23:30 #
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CodeImp
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No, the artistic style is on purpose, I kinda like it. Also, the beginning of the new website.

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Old Post 05-02-08 23:42 #
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MasterOfPuppets
Member


Posts: 608
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looks like pastels. pretty cool. not what I was expecting (especially for software - I guess I had expectations of something more techy). but it is a fine logo nonetheless.

Old Post 05-02-08 23:56 #
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printz
CRAZY DOOM ZEALOT


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Looks like a slot machine. Like a coin taker.

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Old Post 05-03-08 09:23 #
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K!r4
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Wow it look really nice, I like it :O

Old Post 05-03-08 10:43 #
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alterworldruler
Junior Member


Posts: 246
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CodeImp said:
No, the artistic style is on purpose, I kinda like it. Also, the beginning of the new website.
Looks pretty awesome, that's what i expected it to look like

Old Post 05-03-08 11:24 #
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printz
CRAZY DOOM ZEALOT


Posts: 1757
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The China news article sounds like you're trying to get rid of it.

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Old Post 05-03-08 12:47 #
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