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boris
meow


Posts: 3700
Registered: 05-00


After quite some time, CodeImp has released a new version of Doom Builder 2, bringing it to version 2.1.0 (not to be confused with the previous version, which was 2.0.1). The highlights of this version include:
  • Docked panels: Panels on the left or right side that can optionally hide automatically. Built-in panels provide mass undo/redo functionality and edit selection controls. Plugins can also add panels.
  • Include system for game configurations. This greatly helps keeping the configurations clean and organized and makes maintenance easier.
  • Checks for all sorts of limitations of the map formats. You can no longer place anything outside the valid editing area and you can no longer exceed the maximum number of map elements (which would corrupt your map when saving).
  • Things no longer take up increasing amount of video memory, but use a constant amount of memory.
  • Copy/paste object properties now also in classic modes.
  • Improved sector triangulation (no more holes in textures in classic modes and sector floor/ceiling in visual mode)
  • Improved DECORATE support.
  • Improved TEXTURES support with distinct loading of 'walltextures', 'flats' and 'sprites'.
  • Added support for tall patches.
  • Zooming speed now customizable (see preferences).
  • Options to choose the buttons you want to see on the toolbar.
  • A lolzillion fixes, changes, optimizations and smaller additions.
Due to internal changes, some third party plugins may not work correctly anymore; please make sure to update them, too. So what are you waiting for? Hop over to the download page and get your copy!

Last edited by boris on 08-18-10 at 22:35

Old Post 08-18-10 22:14 #
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40oz
And who knows, maybe I'm wrong. But that's extremely unlikely because I'm always right.


Posts: 4821
Registered: 08-07


NICE

Old Post 08-19-10 06:21 #
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Vaporizer
Forum Regular


Posts: 703
Registered: 08-10


YEAH

Old Post 08-19-10 06:24 #
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AgentSpork
Agent Spork is a resourceful agent for the Country


Posts: 2112
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HOT DAMN

Old Post 08-19-10 06:57 #
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Archi
Mini-Member


Posts: 94
Registered: 07-09


Looks like last svn... Oh no, build 1322.
PS Why hasn't Vavoom configs? =(

Old Post 08-19-10 07:20 #
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Gez
Why don't I have a custom title by now?!


Posts: 6416
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Vavoom has its own configs. (Since r4301.)

Old Post 08-19-10 07:25 #
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Macro11_1
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Posts: 431
Registered: 08-03


Awesome job codeimp, borris and any one else who contributed to this! seriously good job!

Old Post 08-19-10 08:15 #
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Vermil
Senior Member


Posts: 1143
Registered: 03-04


No new support for Doomsday at all?

Last edited by Vermil on 08-19-10 at 18:21

Old Post 08-19-10 08:26 #
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Fiend
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Posts: 555
Registered: 06-04


Excellent.

Old Post 08-19-10 16:02 #
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TheUltimateDoomer
Junior Member


Posts: 142
Registered: 06-09


Still using DB1. :P

Old Post 08-19-10 17:10 #
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jukenukem4d
Banned


Posts: 39
Registered: 07-10


Hey! I just downloaded it. Is it capable of embedding a DECORATE file now? =p

Old Post 08-19-10 17:27 #
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Mechadon
Senior Member


Posts: 1751
Registered: 12-06


Nice stuff CodeImp <3

Old Post 08-19-10 19:15 #
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AzaryDoom2020
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Posts: 80
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Thanks!

Old Post 08-20-10 02:50 #
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CodenniumRed
Member


Posts: 283
Registered: 06-04


DooM Builder 2 is a great editor, but since updating it on occasion when I save a level and I test it out, everything gets messed up! To clarify, I'm mapping for Hpack, using the resources 'Heretic.wad' and Hpack_BuildXX.pk3.

The weapon sprites become funky colors, the player's view is at a height of 0, and all original entities in Heretic don't show up. It's as if it defaults to using DooM settings as opposed to Heretic, but it doesn't ALWAYS happen when I save, only sometimes. Sounds like a weird bug in the new DooM Builder 2 release, cause this never happened before!

It's as if saving might on occasion cause the level itself to loose the ability to use the right resources, but if I combine the level for real into the build and load JUST the build, that map alone still has the problem while things still work properly in other levels.

It's a damn good thing i keep backing up the map lol!

Old Post 08-20-10 13:39 #
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neg!ke
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Posts: 205
Registered: 07-06


Nice. Good job!

Old Post 08-20-10 13:57 #
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esselfortium
Cumulonimbus Antagonistic Posting


Posts: 5139
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TheUltimateDoomer said:
Still using DB1. :P

Your loss.

Old Post 08-20-10 17:37 #
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CodeImp
Moderator


Posts: 1439
Registered: 12-03


I have uploaded my Comments Panel plugin and Boris' Stair Builder plugin to the website: http://doombuilder.com/index.php?p=plugins
More plugins to come!

Old Post 08-20-10 20:50 #
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Jimmy91
rhymes with Midi91


Posts: 1097
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I apologise if this has already been addressed/answered, but does DB2 support compiling ZDoom map scripts which use the #import function (libraries)?

I keep getting "couldn't find 'whatever.acs'" errors when I try to compile them, I can't seem to find anything that would make the compiler point to where the file is. Help would be very much appreciated.

Old Post 08-20-10 21:18 #
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CodeImp
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Make sure whatever.acs is in the same directory where you .wad file is that you are editing. I will add support for custom include directories later.

Old Post 08-20-10 21:24 #
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Jimmy91
rhymes with Midi91


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Okay. :)

Incidentally, the .acs file and .o file are also in the WAD file containing my maps, and I figured that DB2 should be able to access to them, although it appears not. Is that also a planned feature?

Old Post 08-20-10 21:30 #
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kristus
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Still need to use something else to make and view Hexen ACS scripts.

Old Post 08-20-10 22:13 #
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printz
CRAZY DUMB ZEALOT


Posts: 6063
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kristus said:
Still need to use something else to make and view Hexen ACS scripts.
What exactly is happening? Does DB2 work in ZDoom though, but not Hexen?

Old Post 08-20-10 22:30 #
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TheCupboard
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Posts: 315
Registered: 02-06


DB2 is a pretty powerful editor and I love using it. This latest version does seem to take quite a bit longer to save maps though. So far I'm only working with a small amount of sectors and linedefs, too.

Old Post 08-20-10 22:42 #
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kristus
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Well, it won't read behaviour lumps like other editors. Which is ok. But from hat I can tell, the compiled scripts don't work in Vanilla hexen. It will not crash or anything. But it appears with the little script I did to test that it simply won't run.

Old Post 08-20-10 22:50 #
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printz
CRAZY DUMB ZEALOT


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You'll have to place a command line switch to ACC to compile old-style, so Hexen can understand the scripts.

Old Post 08-20-10 23:05 #
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kristus
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Uhm... tell me something i don't know. But DB2 doesn't allow command line options in it's script feature. All it gives you a "compile script" button. Since I am working in "Hexen mode" this should mean that it actually makes scripts that work in Hexen.

Old Post 08-20-10 23:10 #
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printz
CRAZY DUMB ZEALOT


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Download the old ACC from /idgames then.

Old Post 08-20-10 23:21 #
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kristus
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No. Because everyone I talk to says it's better to use the new ACC. And it's not my job to make Hexen mode work. It's the developers of the editor which are supposed to make it work as intended for all users. And if I and others don't tell them what is not working. It's unlikely they'll find out.

Old Post 08-21-10 00:05 #
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CodeImp
Moderator


Posts: 1439
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This is nobody's job, lets get that straight before hobbs comes in to tell me how to do my job.

I see I have the Hexen compiler shipped with DB2 but missing a configuration that makes it work. I'll see to it that it gets fixed.

Old Post 08-21-10 08:40 #
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Gez
Why don't I have a custom title by now?!


Posts: 6416
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Still it should probably be possible to specify parameters for the script compilers...

Old Post 08-21-10 08:46 #
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