Baron of Hell
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Misc. > Doomworld News > Doom Builder 2.1.0 released
Pages (2): « 1 [2]  
Author
All times are GMT. The time now is 11:35. Post New Thread    Post A Reply
CodeImp
Moderator


Posts: 1461
Registered: 12-03


I want to keep the user interface clear of any options that a "normal" user doesn't really need. For advanced users there are configurations to make/modify.

A short clarification on what's behind a Game Configuration:

The Game Configuration defines that lumps that belong to the map. One of these lumps is SCRIPTS which can be edited with the script editor so it has a line saying, for example:
code:
script = "ZDoom_ACS.cfg"

This tells DB to use that specific Script Configuration to set up the script editor to edit this lump. You can find this configuration in the Scripting subdirectory. Aside from a whole lot of syntax highlighting and intellisense information, the Script Configuration also specifies the compiler to use, and also the parameters for the compiler.
code:
compiler = "zdoom_acc"; parameters = "-I \"%PT\" -I \"%PS\" %FI %FO";

The Compiler Configurations can be found in one of the Compiler subdirectories, which have the required files to compile, but you don't need to edit that for just your need (the parameters). Just edit the line in the Script Configuration to set your parameters.

Now, I'm not sure if the vanilla Hexen compiler that is with DB2 works (long time ago since I tried that), but you can use it in place of the ZDoom one by just setting the 'compiler' setting to 'hexen_acc' which points to the configuration in the Compilers\Hexen subdirectory (see acc.cfg for the 'hexen_acc' structure).

Old Post 08-21-10 09:38 #
CodeImp is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Gez
Why don't I have a custom title by now?!


Posts: 7042
Registered: 07-07


Okay, so in a vanilla Hexen configuration, people can actually use this:
code:
compiler = "zdoom_acc"; parameters = "-H -I \"%PT\" -I \"%PS\" %FI %FO";

And it'll take advantage of the new features ZDoom's ACC has (such as -I and a few functions which were actually implemented in Hexen's ACS code, but not in their ACC) while producing vanilla-compatible bytecode.

Old Post 08-21-10 09:57 #
Gez is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
CodeImp
Moderator


Posts: 1461
Registered: 12-03


Oh, yes you're right, the old Hexen ACC doesn't work in DB because it has no support for include directories. I should remove it's compiler directory and files altogether. Maybe I disabled it on purpose because of that and pointed it to the ZDoom ACC. Good point, yea do what Gez says for vanilla Hexen.

Old Post 08-21-10 10:20 #
CodeImp is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
DaniJ
Senior Member


Posts: 1740
Registered: 08-03


So that is where the odd BEHAVIOR format lumps are coming from. I do not think the default configuration should be producing ACS that vanilla Hexen wasn't designed to support. The existing bytecode can be manipulated to produce all kinds of programming constructs but by doing so you are basically deforming 'spec'.

If anything this should be opt-in not hidden.

Old Post 08-21-10 16:39 #
DaniJ is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
CodeImp
Moderator


Posts: 1461
Registered: 12-03


If you read the above, you see that it is a bug in my configurations. And Gez just posted a temporary fix for it that should produce vanilla Hexen bytecode. I have already committed a special Hexen Script Configuration that does this by default for the vanilla Hexen Game Configuration. With the next version: if you choose the right configuration, it compiles the right bytecode.

Old Post 08-21-10 20:10 #
CodeImp is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
DaniJ
Senior Member


Posts: 1740
Registered: 08-03


Fair enough. It wasn't obvious from the earlier posts that your intention was a separate parameter list for each game configuration. The difference being strictly-vanilla and manipulated-vanilla. That is why I posted.

Old Post 08-21-10 21:05 #
DaniJ is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
CodenniumRed
Member


Posts: 283
Registered: 06-04


Is all of this somehow tied into me making a map 'Heretic in HeXen format' with Hpack_Build51.pk3 resource added - when I save and try to load the map everything looks messed up. Weapon sprites miscolored, playerview height at 0 rather than 48 or wherever, cannot walk through sectors I normally can, missing thing sprites from the ORIGINAL game as well, etc.

This didn't ever happen with the first DooM Builder 2 release, but now it happens almost every time I save since upgrading DB2, and I don't know why but I know when.

Once I save a level and it turns from normal to botched for the first time I cannot turn it back, but lucky I've lost nothing cause I back up my work. :P

Old Post 08-21-10 22:59 #
CodenniumRed is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
CodeImp
Moderator


Posts: 1461
Registered: 12-03


I have no idea what you are talking about. Such thing never happened to me. Maybe try a different nodebuilder?

Old Post 08-22-10 07:24 #
CodeImp is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
CodenniumRed
Member


Posts: 283
Registered: 06-04


I figured this out, it was the nodebuilder I was using. Different nodebuilder and presto! Working level again.

Old Post 08-22-10 15:29 #
CodenniumRed is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
kristus
Megablast!


Posts: 9683
Registered: 07-00


I've tried mucking with the configs now. And to my great dismay, I've been unsucessful in making DB2 compile Hexen compatible scripts.

Old Post 08-24-10 14:50 #
kristus is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
CodeImp
Moderator


Posts: 1461
Registered: 12-03


I don't understand, Gez's example was pretty clear. Does the -H switch not work for ZDoom's ACC? Have you tried doing it manually to confirm that the compiler actually can create Hexen bytecode?

I'll try it myself this evening or tomorrow.

Old Post 08-24-10 15:02 #
CodeImp is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
kristus
Megablast!


Posts: 9683
Registered: 07-00


The -H is for Zdoom's ACC. And it has worked fine when I've done it in command line with a copy I downloaded myself.

I tried replacing the ACC in DB2 with the one I used previously and has proven to work. But it still didn't work.

Last edited by kristus on 08-24-10 at 15:35

Old Post 08-24-10 15:28 #
kristus is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
CodeImp
Moderator


Posts: 1461
Registered: 12-03


You may have replaced it with an ACC version that does not support -I. Doom Builder needs that to tell the compiler where the files are. This has been implemented in ZDoom's ACC some time ago, so you must use that one. (And because you must use that one, you also must use the -H switch in the parameters if you want Hexen bytecode)

Old Post 08-24-10 15:56 #
CodeImp is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
kristus
Megablast!


Posts: 9683
Registered: 07-00


Seriously.

Old Post 08-24-10 16:07 #
kristus is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
E_O
Warming Up


Posts: 25
Registered: 05-10


Great. Downloading right now. Also, I'm glad that stair builder plugin is finally finished. Haven't been following it for a while. But hey, now I can make awesome spiral-y staircases with ease!

Old Post 08-31-10 08:51 #
E_O is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
D_GARG
Forum Regular


Posts: 797
Registered: 12-09


Yea classic additions ^^ earlier i liked DB1 more then DB2 when it was first launched, but now it seems like its all improving ^^

Hammer On Guys! thumbs up

Old Post 08-31-10 09:03 #
D_GARG is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 11:35. Post New Thread    Post A Reply
Pages (2): « 1 [2]  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Misc. > Doomworld News > Doom Builder 2.1.0 released

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is OFF
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Forums Directory