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Kaiser

Doom Builder 64 Released (Updated 9/25/11)

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Came across a switch editing bug.

1. If you have multiple lines selected and edit them (I changed their lower texture, I don't know if other kinds of edits cause this)
2. If one of them has Switch Setup options checked
3. After making edits the other lines will get those same Switch Setup options checked.

I believe this happened when I had selected the switch line first, so I don't know if the order the lines are selected in affects it or not.

This was using the previous Builder64 version (not the one you put up Sept. 25) because I just found out there's new a version, so if that has been fixed in the new version then nevermind.

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sector666 said:

Came across a switch editing bug.

1. If you have multiple lines selected and edit them (I changed their lower texture, I don't know if other kinds of edits cause this)
2. If one of them has Switch Setup options checked
3. After making edits the other lines will get those same Switch Setup options checked.

I believe this happened when I had selected the switch line first, so I don't know if the order the lines are selected in affects it or not.

This was using the previous Builder64 version (not the one you put up Sept. 25) because I just found out there's new a version, so if that has been fixed in the new version then nevermind.

This kinda thing also occurs when editing the colored lighting or properties(like echos, liquid effects, damage, etc.) of multiple sectors.

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Kaiser said:

Yes, however it only accepts MIDI.

great, but need some kind of marker, such as textures?

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Yeah, midi goes under the DS_START and DS_END markers though I think I may need to update the wad loading system to support those markers for custom wads. Got me thinking about that now; I'll need to test it when I get home.

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Also, any old MIDI won't necessarily sound good, since they'll be played with the same sound font as everything else. (Did you know the sound effects such as monster shouts and explosions are MIDI tracks too?) So if you take, for example, D_RUNNIN from Doom II and put it in your Doom 64 map, be prepared for an ... unusual ... rendition of it. :)

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Kaiser said:

Yeah, midi goes under the DS_START and DS_END markers though I think I may need to update the wad loading system to support those markers for custom wads. Got me thinking about that now; I'll need to test it when I get home.

these markers are only for the original game, but thanks anyway

Gez said:

Also, any old MIDI won't necessarily sound good, since they'll be played with the same sound font as everything else. (Did you know the sound effects such as monster shouts and explosions are MIDI tracks too?) So if you take, for example, D_RUNNIN from Doom II and put it in your Doom 64 map, be prepared for an ... unusual ... rendition of it. :)

yeah, I tested with some doom songs (doom e1m8) and I only heard strange sounds :P

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Marine64 said:

Why some things aren't like regular doom builder?I can't even make a door!And the door textures are in pieces.

Yeah. There are special flags to mirror them and make the full door.

Remember the limitations of the target platform for the original game; where the rendering hardware was powerful enough but memory was sparse. That's why the textures are so small and they've used mirroring a lot to reduce their memory footprint even more; and that's why they rely on colored lighting.

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I just added a new tutorial to show off a simple effect involving basic use of both colored lighting and macros. It should hopefully be easy enough to follow even for the people who will inevitably skip the general Lighting and (yet to be written) Macros pages.

Critique/improvements are appreciated, hopefully the tutorial is of some value.

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Marine64 said:

Why some things aren't like regular doom builder?I can't even make a door!And the door textures are in pieces.


What are you talking about? I could create a door just fine.

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Marine64 said:

What about the sky?When looking up I see the black area under it.

Turn Sky Pitch on in the game's misc options.

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Just started playing around with this. A few issues I've personally encountered:

-The linedef edit window is missing OK/Cancel buttons. I have to press Enter to confirm changes. (The other editing windows still have those buttons, though.) I'm using WinXP, which I know has trouble with button displays sometimes.

-Some way to batch copy/paste all the light settings from one sector to another would be REALLY handy. Also, in the color picker window where you select the color for a sector, the "Add to Custom Colors" button doesn't work right; your custom color selections will be erased from the color picker as soon as you finish editing the sector, and can't be carried over to the other lighting properties either (e.g., a custom color you make while editing the floor lighting will be gone when you go to edit the ceiling lighting), making it effectively useless. Being able to enter color codes (like in Photoshop's color picker) would reduce hassle, too.

Otherwise, this is simpler to operate than expected. Macros are way easier to use than voodoo dummy "scripts" or ZDoom scripting, but are still really powerful. And although it takes some extra time, being able to make anything any color you want is really cool. I'd really like to make something for this... Or, well, part of something, since I never finish any of the maps I start. :)

And many thanks for the tutorials. I'll have to extract some of the original maps to steal a few macro effects I want.

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Megamur said:

Just started playing around with this. A few issues I've personally encountered:

-The linedef edit window is missing OK/Cancel buttons. I have to press Enter to confirm changes. (The other editing windows still have those buttons, though.) I'm using WinXP, which I know has trouble with button displays sometimes.


I am on XP and I can see the buttons just fine. Are you on a laptop?

Megamur said:

-Some way to batch copy/paste all the light settings from one sector to another would be REALLY handy.


That feature is already in and has been mentioned on the wiki: https://sourceforge.net/apps/mediawiki/doom64ex/index.php?title=Doom_Builder_64#New_Controls

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Kaiser said:

I am on XP and I can see the buttons just fine. Are you on a laptop?


Nope. It's quite odd, since all the other buttons seem to be in place. And I didn't even have DB2 installed before installing this, so I doubt it's some sort of writeover conflict or something.


That feature is already in and has been mentioned on the wiki: https://sourceforge.net/apps/mediawiki/doom64ex/index.php?title=Doom_Builder_64#New_Controls


Ah! Excellent! That will come in very, very handy. Thank you. :)

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Hm. Q and Shift+Q don't seem to work for me, for copy-pasting sector colors in Sectors Mode, and I had to manually bind Z & X to "Copy Sector Light" and "Paste Sector Light" under Tools | Preferences | Controls | Visual Mode in order for them to work in Visual Mode (3D).

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Megamur said:

Hm. Q and Shift+Q don't seem to work for me


It does work. Unfortuently it doesn't refresh automatically.. which is obvisouly a bug. Moving your cursor around will cause the renderer to refresh.

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Nothing I do makes Q or Shift+Q work. Unlike when doing the normal Ctrl+C copy, no "Copied selected elements" indicator pops up when I press Q. Nothing happens at all with Q or Shift+Q. Moving the mouse around doesn't refresh it, and viewing the level in Visual Mode or inside D64EX itself shows no indication that anything was successfully copy-pasted.

I don't expect you to have some magic fix for this or anything. Maybe I'm just doing it wrong.

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You're positive that under tools->preference->controls tab and then in the 'Sectors' category you see the option for copy/paste colors?

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Kaiser said:

You're positive that under tools->preference->controls tab and then in the 'Sectors' category you see the option for copy/paste colors?


There are no copy/paste options at all under the Controls | Sectors section on mine. Maybe I downloaded the wrong version.

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That sounds horribly wrong. This may sound like a long shot but try installing doombuilder 64 again and install it in a new directory...

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DOOM64 + custom coding/DECORATE would make me totally fly, converting my current prject into DOOM64 instead if GZDOOM

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There are plans to have decorate support in the near future. Right now I am still trying to resolve some issues and bugs in D64ex and the editor.

There will be a seperate thread on this later that will discuss any new features and whatnot for modding.

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When I play or test my map I'm working on some textures don't show up. For example SPACECM (chain link fence) won't show up or none of the bars or grate looking textures. Is there a reason for this?

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skaman86 said:

When I play or test my map I'm working on some textures don't show up. For example SPACECM (chain link fence) won't show up or none of the bars or grate looking textures. Is there a reason for this?

Make sure you've set the "Masked" line flag.

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esselfortium said:

Make sure you've set the "Masked" line flag.

Actually, it's been renamed to "Render Mid-Texture"

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Kaiser said:

Actually, it's been renamed to "Render Mid-Texture"


Now we have to get used to it all over again!

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Sigvatr said:

Now we have to get used to it all over again!


Seems an extremely small price to pay for such a nice editor.

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