Doomguy0505 Posted June 4, 2007 This is based on Doom Builder 1.68 r386 Current version is 1.06 (28/01/08) New features in this You can switch to a wad editor and Doom Builder reopens the map after editing (in the same zoom and spot as before) You can define constant values for line specials (config using the feature is included) Added guis for most features Ability to upgrade configuration Game configuration specific test parameters Comes with a help file "forcewad" option for an additional addwad for a game configuration (useful in skulltag where you would want skulltag.wad to be loaded) Environ variables added for test path so that you can use "%DOOMPATH%\\zdoom.exe" instead of "[path-to-zdoom]\\zdoom.exe" in test prefabs New //$SPRITE for Decorate things Acc options are external, so you can change the acc path and parameters (you need to modify builder.cfg directly to change these, however) DownloadsDownload Directory 1.05 to 1.06 patch Developer Info ACC modifications are in the "Compile" button of frmScript DECORATE sprite modifications are in ApplyDecorateThings and most of the functions that begin with GetThing. Stuff you'll find at the end of the file builderx, builderx->acc, builderx->acc->path and builderx->acc->command and made automatically if not found, environ needs to be added if you want to use environment variablesbuilderx { environ { DOOMPATH = "G:\\MyDocs\\Doom"; } acc { path = "%path%\\acc.exe"; command = "%scriptshort% %objshort%"; } } 0 Share this post Link to post
Oogaland Posted June 4, 2007 Ah, looks interesting. Speaking of patches, I have quite a bit of stuff in the version I adjusted for SRB2 that might be useful in general... Maybe I should do something similar. 0 Share this post Link to post
Xtife Posted June 9, 2007 nice to see that you continued to work on this :) 0 Share this post Link to post
Doomguy0505 Posted June 10, 2007 It would be nice if you could see the reported bugs at CodeImp's website 0 Share this post Link to post
Doomguy0505 Posted June 22, 2007 I've got a new version with the DECORATE sprites and it gets their Radius and Height correctly instead of "???"'s 0 Share this post Link to post
Doomguy0505 Posted June 25, 2007 New link is there, Edward850's rebuilding his site, so the link got broken 0 Share this post Link to post
that_guy Posted July 9, 2007 Nice :D Any plans to support .png decorate sprite previews? 0 Share this post Link to post
Xtife Posted July 10, 2007 iv been unable to open any of my projects due to this error: http://xtyfe.tastyspleen.net/DBerror.jpg 0 Share this post Link to post
Doomguy0505 Posted July 12, 2007 There's a new version that makes the test switching faster. @Xtife: I haven't added file related things so I don't see why this is only in BuilderX 0 Share this post Link to post
doom2day Posted July 12, 2007 Doombuilder would crash if you tried using a function while 3D mode was loading. Is that fixed now? 0 Share this post Link to post
Xtife Posted July 12, 2007 so it seems :( i hope my work isnt corrupt or anything any ideas on how to fix this 0 Share this post Link to post
Xtife Posted July 12, 2007 i fixed the problem i reinstalled DB 1.68 and applied your patch after and it work 0 Share this post Link to post
CodeImp Posted December 23, 2007 If you like, I can change the bug report form on my website to send the emails to you instead. Also, if you like, I can forward you a few bug reports I have received that might be usefull. 0 Share this post Link to post
Oogaland Posted December 24, 2007 Doomguy0505: There might be some things of interest in the version that I forked for SRB2, which you're welcome to merge into DBX if you like. Here's a changelog. I'll PM you a link to the SVN repo if you're interested, rather than just post it, since it's on a rather low-bandwidth server. 0 Share this post Link to post
Doomguy0505 Posted December 26, 2007 Ok, PM the link Does anybody want an update manager for Doom Builder like the one in DecEdit? 0 Share this post Link to post
tannermann Posted December 29, 2007 Can i be like an Error worker? seriously,i am good with error and finding out how they work and what causes them 0 Share this post Link to post
Doomguy0505 Posted December 29, 2007 If you want me to, I'll forward the bug messages to you 0 Share this post Link to post
CodeImp Posted December 29, 2007 Huh, what am I missing? If tannerman finds bugs, he doesn't fix them. He should WRITE the bug reports (using the appropriate form) so you can fix them. 0 Share this post Link to post
Doomguy0505 Posted December 30, 2007 Never mind, I didn't read his post properly 0 Share this post Link to post
hawkwind Posted January 31, 2008 Doomguy0505 said: "forcewad" option for an additional addwad for a game configuration (useful in skulltag where you would want skulltag.wad to be loaded) Could someone tell me how this is done ? 0 Share this post Link to post
Doomguy0505 Posted February 11, 2008 Add a line like this to a game configuration file forcewad = "$PATH$"; 0 Share this post Link to post
hawkwind Posted February 12, 2008 Doomguy0505 said:Add a line like this to a game configuration file forcewad = "$PATH$"; I cannot get it to work. I tried this for my Risen3D-Doom2.cfg file ... // This forces an additional wad to be loaded forcewad = "D:\program files\Risen3Dv2\Data\Risen3D.wad"; and this ... // This forces an additional wad to be loaded forcewad = "$D:\program files\Risen3Dv2\Data\Risen3D.wad$"; Neither worked. Although if I load Risen3D.wad manually via Additional Textures and Flats from WAD file: ... I can get Risen3D.wad to load. 0 Share this post Link to post
Doomguy0505 Posted February 14, 2008 You forgot to escape the backslashes, try this instead forcewad = "D:\\program files\\Risen3Dv2\\Data\\Risen3D.wad"; 0 Share this post Link to post
Alter Posted February 14, 2008 I have a question about DoomBuilderX, it's possible to bind moving linedefs/vertices to a key there and properties too? 0 Share this post Link to post
hawkwind Posted February 19, 2008 Doomguy0505 said:You forgot to escape the backslashes, try this instead forcewad = "D:\\program files\\Risen3Dv2\\Data\\Risen3D.wad"; That worked, thanks ! :) 0 Share this post Link to post
Martin Howe Posted March 13, 2008 The //$SPRITE for decorate things is nice; would it be possible for the next version to have some kind of marker that says to draw an arrow and what colour to use? I was thinking along the lines of //$ARROW bool and //$COLOR string. It would save having to make custom DB config files for each work that uses extra WAD files. //$TITLE string would be nice too, but not as essential, as careful use of meaningful class names can obviate that. 0 Share this post Link to post