Fletcher` Posted November 3, 2003 Gherkin: WTF? BUILDER caused an invalid page fault in module <unknown> at 0000:b00dc190. Registers: EAX=e1d14000 CS=015f EIP=b00dc190 EFLGS=00010282 EBX=00000004 SS=0167 ESP=008be490 EBP=008b84aa ECX=000005c0 DS=0167 ESI=e1d08498 FS=0157 EDX=008be488 ES=0167 EDI=e1d122e7 GS=0000 Bytes at CS:EIP: Stack dump: 00000f59 00000327 0000fbbe 80586bc0 0167202f 40000000 84c4e1d1 03270f90 000005c0 00000004 b00dc190 0000015f e1d0b000 26198506 05c00327 b0000000 I got that when trying to open up the configuration box, after I loaded up a slige map. Now it doesn't open up at all and throws me out of db. 0 Share this post Link to post
sargebaldy Posted November 3, 2003 slige maps leave out part of the format. i managed to save one fine in db, but if you can't i suggest you run it through a nodebuilder first to build the missing pieces of the wad. 0 Share this post Link to post
Job Posted November 4, 2003 I think it would be great to have a feature where you can choose certain categories for lighting and the editor will select a light level that is appropriate to what you described. For example, you have "Light sector...brightness of 190"...Flickering light sector...brightness of 112"..."Dark sector...brightness of 70" and so on. That'd save some trouble trying to determine which lighting is best for the sector. 0 Share this post Link to post
Fletcher` Posted November 4, 2003 Well, I've gotten to opening a slige map in DB, ok. So far so good. Then an error pops up when I go to select a flat: Run-time error:453 Can't find DLL entry point Flip_flat in builder.dll Edit: Apparently this is for ALL maps. 0 Share this post Link to post
cyber-menace Posted November 4, 2003 Maybe you should just try re-installing Doom Builder. It might starg working again if you do. 0 Share this post Link to post
Agent Spork Posted November 5, 2003 [stupid]Okay.. I put in a Voodoo 3 2000 PCI card, since my GeForce 4 Ti 4200 is ... busted, and now 3D mode just starts up as a black screen. You can exit the 3D mode, though.[/stupid] Edit: Nevermind.. It was the drivers I installed. 0 Share this post Link to post
cyber-menace Posted November 5, 2003 I'm having a small problem that has never happened before. I tried to add about my 6th new thing catagory into my Cyberdemon.cfg, but it won't detect the new catagory. I looked it top to bottom and nothing at all is wrong with it. This confuses me greatly. 0 Share this post Link to post
cycloid Posted November 8, 2003 i've got a wish/suggestion: duke map mode toggle button on the toolbar where, like in duke3d's automap, you see the floor flats squished into each relevant sector ... duke also does the lighing/flishyflashy fx too IIRC. 0 Share this post Link to post
cyber-menace Posted November 8, 2003 Ops... looks like I made a little mistake... I forgot to put a closing bracket on my Cameras catagory making trees seem like a part of Cameras. So that's why it didn't work... 0 Share this post Link to post
Fletcher` Posted November 9, 2003 Well, I got DB to work right, except that rotating doesn't work. 0 Share this post Link to post
Doom_Dude Posted November 10, 2003 Rotating works ok over here. Did you remember to get the latest version, which is 1.01, because Rotating didn't work at all until 1.01... 0 Share this post Link to post
Dunbar Posted November 10, 2003 I upgraded mine, and recently rotating stopped working. It's odd, I rotated with it before. Now it gives me that thing selection error or whatever it is and closes it. Odd. Oh, and by the way, Doom Builder rocks! Making maps has never been so easy! Bless you Gherkin for such a godsend to incompetent mappers everywhere! I've been meaning to say that. 0 Share this post Link to post
Doom_Dude Posted November 11, 2003 I upgraded mine, and recently rotating stopped working. It's odd, I rotated with it before. Now it gives me that thing selection error or whatever it is and closes it. Odd. That is damned weird. :/ 0 Share this post Link to post
cyber-menace Posted November 12, 2003 I'm just happy I got my scripts working. I LOVE how Doom Builder has everything so customizable. I can change my Lines, Things, etc. so I can have everything labeled. For anyone else who can't seem to get their scripts to compile in Zdoom using Doom Builder, I left the code on page 2 of this topic to help ya oot. 0 Share this post Link to post
Sporku Posted November 17, 2003 Heh. I just found out a pretty bad bug (pretty much ruined my map) with the "FIX MISSING TEXTURES TOOL". Well, I tried using it in my map, but all that happened was the majority of the NON-MISSING textures got turned to BROWN96, and all of the MISSING textures were still there. Uh.. Just thought I'd let you know, even though you're not working on DB anymore.. heh. 0 Share this post Link to post
XDelusion Posted November 19, 2003 Mr. Pork, I've been avoiding that like the plague! It messes up everything! I just keep DeepSea registered around to check for errors every now and then, and I'm all set. Gerkin: I LOVE the ability to pull down a window and add in Scripts, this is great, I can work on my Fraggle Script while I'm building the map, and I don't have to use add_fs.exe anymore, at least until I use Neznode which won't be till the maps are done. Any request though, while the script window is open, it would be great if you could still view the map, so you can check floor and ceiling heights, while your editing the script, that would save me a lot of hassel! 0 Share this post Link to post
Doom_Dude Posted November 21, 2003 AgentSpork said:Heh. I just found out a pretty bad bug (pretty much ruined my map) with the "FIX MISSING TEXTURES TOOL". Well, I tried using it in my map, but all that happened was the majority of the NON-MISSING textures got turned to BROWN96, and all of the MISSING textures were still there. Uh.. Just thought I'd let you know, even though you're not working on DB anymore.. heh. Ugh, I had that happen as well just the other day. Thankfully I didn't work on my map previously to trying that out. Heh 0 Share this post Link to post
Shadow Wolf Posted December 18, 2003 yess!!!!! many glitches and screwups will now be solved TY 0 Share this post Link to post
ob3kenob Posted December 27, 2003 I just started using this program, and already I've got a few things that I think could be included in the next upgrade, whoever works on it. First, in 3D mode, why not give the arrow keys the same functions as in the actual game, functions we're already used to and use automatically? (Left arrow turns line-of-sight left; right arrow turns it to the right; strafe by holding down the ALT key). One could still use the mouse to lookup/lookdown. Second, again in 3D mode, the only way I've found to change vertical positioning within a map is to angle up or down with the mouse, then move until I got to the right place. How about changing the coding so combinations of the ALT/uparrow-downarrow keys will make you go straight up and down? And lastly, for those of us who occasionally make low-lit areas: why not have 3D mode ignore actual light settings and show everything at 255? One could always view final lighting by running Test Map. OK, I guess that's...oops! No it isn't. Just one more thing: as a graphic designer, I'm used to programs that have "magnifying glass" tools. Select that tool and draw a square/rectangle around the area of the image (in this case a map) you want to enlarge, and presto! the area suddenly occupies the full screen. Clicking with the mouse also can enlarge or shrink the area at preset percentages. Surely this tool could be added without much trouble, and if you think it's not necessary, wait until you've had a chance to use it! OK, that reall is all. For now. More later, maybe. 0 Share this post Link to post
Gherkin Posted December 28, 2003 ok, obi two kenobi, thanks for the suggestions, but uhm... You movement can be reconfigured in the options (Shortcut keys tab). But aiming is really a thing to be done with the mouse and movement with keyboard. Why else do you think all these gamers do it that way? You can toggle lighting in 3D mode by default with the B key. The zoom tool sounds good, but it doesnt sound much different than pointing your mouse to the area you want to enlarge and sling your scrollwheel up (or down for zoom out). If fact, I think thats faster than having to select a tool first and drawing a rectangle. 0 Share this post Link to post
sargebaldy Posted December 28, 2003 Speaking of zoom... I would love a lot more of it. That's about the only thing DeepSEA holds over DB right now imo. 0 Share this post Link to post
Gherkin Posted December 28, 2003 That leaves enough room for explaining ;) 0 Share this post Link to post
sargebaldy Posted December 28, 2003 http://oregonstate.edu/~lloydo/pms-deepsea.png http://oregonstate.edu/~lloydo/pms-db.png i'm a detail whore i guess is the best explanation :P when i did make that computer, i did it in deepsea (in that bleak two week period after doomcad had become too painful to boot up in 95 to use and before doom builder came out). trying to repeat something similar in doom builder would hurt my head. 0 Share this post Link to post
Gherkin Posted December 28, 2003 You can already zoom in up to 1000% !! But I guess i can make that 10000 no problem. 0 Share this post Link to post
sargebaldy Posted December 28, 2003 Hooray! 10000x will make tiny details far easier to mess with. Thanks :) 0 Share this post Link to post
ob3kenob Posted December 28, 2003 Thanks for the tips, Gherkin. I guess I'm just used to doing things in a certain way and it takes a little time to adjust. I still think having the option to move vertically between floors in a map without having to take one's hand away from the keyboard could speed things up and be ultimately easier, but I don't have the final say here. BTW, I use the mouse to aim, too, when playing. But why not keep as many of the key controls the same from game to editor as possible? Less of a learning curve that way... 0 Share this post Link to post
Gherkin Posted December 28, 2003 Doomers play that way too ;) If im not mistaken, its the first game that allows you to play that way. 0 Share this post Link to post
ob3kenob Posted December 28, 2003 Well, yes -- I was referring to Doom, though I also play other games, too. One of these days I'll actually have to let some of my Doom maps out into the cold, cruel world (Doomworld, to be precise) and let them make their own way through the hard drives of life. It's just that I'm a perfectionist, and after all, they're mine, mine, mine! They're my precious! Yes! My precious, I tell...oops, wrong franchise. 0 Share this post Link to post
sargebaldy Posted December 29, 2003 Oh, one other idea I had worth pointing out.. a snap to vertex option (that works irregardless of grid snaps)? Or extend the building to use the vertex selection range (since I don't think it does) and then highlight the vertex that the linedef is going to be built to? Something along these lines would be immensely useful for quicker building since I wouldn't have to fudge around with the grid as much and how it is now I don't know if a line is going to be built to the vertex I mean for it to or 1 pixel left of it. I hope part of that made sense ;) 0 Share this post Link to post
cyber-menace Posted December 30, 2003 What's so hard about pressing [ and ] for raising and lowering grid sizes. It's so fast that way that it makes no different. Unless a measly 0.25 extra seconds to push that button makes a real difference in speed. 0 Share this post Link to post