Bloodshedder Posted June 9, 2006 CodeImp has released a new version of Doom Builder, 1.68. This version fixes the nagging bugs that were ever-present in 1.67, and even adds a couple of new features. 0 Share this post Link to post
Csonicgo Posted June 9, 2006 *hears the hallelujah Chorus* OH THANK GOD! Yay for CodeImp! 0 Share this post Link to post
Balos Posted June 9, 2006 Awesome! I didn't have constant crashes with the previous version, but they did cause problems occasionally. Maybe this'll motivate me to start working on something. 0 Share this post Link to post
Vader Posted June 9, 2006 Yay, great stuff! Hopefully this version is more stable than the previous one. 0 Share this post Link to post
Sporku Posted June 9, 2006 Haven't had a single problem with it yet and I've been working with it for the last couple of days. Great work. 0 Share this post Link to post
Bucket Posted June 9, 2006 Delvin said:Maybe this'll motivate me to start working on something. IT SURE WILL, BY GUM! *snicker* 0 Share this post Link to post
Fusion Posted June 10, 2006 I was using an old version until the problems were re-solved. My hats off to codeimp for providing the community with the ultimate in freeware applications.. and updating it!. ;) 0 Share this post Link to post
Aleaver Posted June 10, 2006 Fusion said:My hats off to codeimp for providing the community with the ultimate in freeware applications.. and updating it!. ;) I second that!! 0 Share this post Link to post
amnesia Posted June 10, 2006 why are you guys using a product that possibly has a "spy bug" in it? this guy shut down the zdaemon master server. *shrug* not news... 0 Share this post Link to post
Sporku Posted June 10, 2006 Who are you to judge what is and isn't news on this site? Also, I might add that Doom Builder is OPEN SOURCE, so you're free to look through the source and tell me if it has this "spy bug" you're talking about. 0 Share this post Link to post
SyntherAugustus Posted June 10, 2006 OMG doom builder! I can work on maps again if I feel like it. amnesia said:why are you guys using a product that possibly has a "spy bug" in it? this guy shut down the zdaemon master server. *shrug* not news... (looks for people who play zdaemon besides deathz0r and ralphis) Anyway go away, CodeImp is well respected here. 0 Share this post Link to post
amnesia Posted June 10, 2006 lol agentspork just trying to get some reaction. yea i know i have no say, w/e 0 Share this post Link to post
Aleaver Posted June 10, 2006 amnesia said:why are you guys using a product that possibly has a "spy bug" in it? this guy shut down the zdaemon master server. *shrug* not news... Hey buddy, thanks for the comical relief...I needed that. 0 Share this post Link to post
deathz0r Posted June 10, 2006 OMG BLOODMASTERS SUPPORT!!11oneBlackFish said:(looks for people who play zdaemon besides deathz0r and ralphis)We stopped caring about ZDaemon ages ago. 0 Share this post Link to post
CodeImp Posted June 10, 2006 Thanks everyone, I hope you enjoy mapping ;) Heh amnesia, shows what you know about all that: no jack shit. Deathz0r: Bloodmasters is not directly supported, I don't think that is appropriate. However, I will provide a Bloodmasters configuration with the BM editing package when the game is finished. 0 Share this post Link to post
Dyne Posted June 10, 2006 Very nice to see a new release=) I have a question can you now align upper and lower textures apart? 0 Share this post Link to post
CodeImp Posted June 10, 2006 No and you never will be, because that is impossible with the Doom/Hexen map format. 0 Share this post Link to post
kristus Posted June 10, 2006 Dyne said:Very nice to see a new release=) I have a question can you now align upper and lower textures apart? You can align them differently by using/not using unpeg upper/lower texture. But you can't give them different Y coordinate values. 0 Share this post Link to post
TwinBeast Posted June 10, 2006 Jee! Great! I noticed a bug in the floodfill... It doesn't floodfill the flats with flat textures, it's floodfilling the flats with the wall textures.. 0 Share this post Link to post
sargebaldy Posted June 10, 2006 Thank god, that last version had so many stupid things I didn't want to map anymore. Took you long enough :P 0 Share this post Link to post
zark Posted June 10, 2006 Sweet, installing it now - thanks again for one of the best Doom editors available ;) 0 Share this post Link to post
Lüt Posted June 11, 2006 AgentSpork said:Haven't had a single problem with it yet and I've been working with it for the last couple of days. Great work. Good news, good news... 0 Share this post Link to post
deathz0r Posted June 11, 2006 CodeImp said:Deathz0r: Bloodmasters is not directly supported, I don't think that is appropriate. However, I will provide a Bloodmasters configuration with the BM editing package when the game is finished. Well, I was talking more or less about loading textures from directories. =P 0 Share this post Link to post
Craigs Posted June 11, 2006 Doombuilder: 13371337 points Deep Sea Editor: 1 0 Share this post Link to post
Craigs Posted June 11, 2006 kristus said:You can align them differently by using/not using unpeg upper/lower texture. But you can't give them different Y coordinate values. Damn it Kristus! Why couldn't you share this piece of information with me sooner!? I'd spend hours trying to adjust the ceilings, floors, and texture alignments just so I could get decent detail! 0 Share this post Link to post
JadedLexi Posted June 11, 2006 CodeImp: you mean we might be able to make BloodMasters maps in DB whenever the game is done? 0 Share this post Link to post