printz Posted January 1, 2015 Is there any utility which shows me how the map is divided by walls and Blocks-Sound lines? Something like a territory map, which colours sectors from the same sound area the same, for example. I'd like to use it to verify that I placed the Blocks-Sound linedef flag properly and there are no leaks. 0 Share this post Link to post
Linguica Posted January 1, 2015 I've never heard of such a thing, but that would be a good idea - like a "sound flood fill" tool where you click on a sector and it shows you everywhere a sound in that sector will reach. 0 Share this post Link to post
boris Posted January 1, 2015 Implementing that as a DB2 plugin should be pretty trivial. 0 Share this post Link to post
Szymanski Posted January 1, 2015 Would it be possible to add RMB style effects through a Doom Builder plugin? There isn't a Windows version of RMB 0 Share this post Link to post
Mechadon Posted January 2, 2015 I really like this idea. Sometimes its easy to break your sound blocking lines without realizing it, and troubleshooting where the sound is coming from can be a pain. A DB2 plugin would be fantastic :) 0 Share this post Link to post
boris Posted January 2, 2015 Started to work on the addon. Works pretty good so far. Szymanski said:Would it be possible to add RMB style effects through a Doom Builder plugin? There isn't a Windows version of RMB DB2 completely relies on external tools for compilation of nodes, blockmap and reject. So no, that's not possible with a plugin. At least not easily (I can think of an ugly way, but that's include creating a reject builder or modifying on of the existing ones). 0 Share this post Link to post
Linguica Posted January 2, 2015 It's too bad it's not possible to store, like, a sparse reject table that only included any custom edits you wanted to make. I guess you could make a custom REJECT2 lump or something and then make a new version of ZenNode that generated a reject map and applied the changes in the lump. edit: god I was just looking at the manual for RMB. Was there a single WAD, ever, that used half of those advanced options? 0 Share this post Link to post
boris Posted January 2, 2015 I present to you: Sound Propagation Mode. Seems to work correctly so far. No download yet. Colors:Green: currently highlighted sector Yellow: sector the sounds propagate to without a problem Red: sectors behind a sound blocking line (sound will not travel further if another sound blocking line is encountered) Some creenshots: Starting sector highlighted. First hallway highlighted. Second hallway highlighted. Second hallway highlighted, but with the door to the outdoor secret opened. It's kind of funny how sector 1 has a line in the middle (linedef 190) that's apparently only there for the block sound flag, but is completely useless because it's still only one sector. Linguica said:It's too bad it's not possible to store, like, a sparse reject table that only included any custom edits you wanted to make. I guess you could make a custom REJECT2 lump or something and then make a new version of ZenNode that generated a reject map and applied the changes in the lump. You could create a DB plugin that creates a config file to supply a reject builder with the desired information. I don't think plugins have the power to actually modify lumps in a WAD. 0 Share this post Link to post
scifista42 Posted January 2, 2015 Awesome, boris! I suppose that the highlight doesn't glow. I'd prefer if it did, or showed a distinct solid colour (similarly to what the Visplane Explorer does), because this translucent colored highlight might be misleading on some floor textures. Maybe it'd look even weirder, though... Maybe there would be an option to toggle highlight modes, but I might be asking too much. Anyway, can't wait for a download. :) 0 Share this post Link to post
printz Posted January 2, 2015 Thank you boris! I wonder if you could also implement an unclosed blocks-sound linedef detection? Its only caveat would be that it can be dynamic, i.e. such unclosed lines can be adjoined by doors that will close during the game, thus becoming closed and effective. 0 Share this post Link to post
40oz Posted January 2, 2015 scifista42 said:because this translucent colored highlight might be misleading on some floor textures just switch to wireframe mode when using it. 0 Share this post Link to post
boris Posted January 3, 2015 Plugin: https://github.com/biwa/soundpropagationmode/releases/download/v0.9.0/SoundPropagation-v0-9-0.zip Source repository: https://github.com/biwa/soundpropagationmode 0 Share this post Link to post
scifista42 Posted January 3, 2015 boris said:Plugin: https://github.com/biwa/soundpropagationmode/archive/v0.9.0.zip Source repository: https://github.com/biwa/soundpropagationmode Installation: Simply copy the SoundPropagation.dll into the Plugins folder in your GZDB installation folder.But I can't find SoundPropagation.dll inside the zip file! 0 Share this post Link to post
boris Posted January 3, 2015 Oops, correct link is https://github.com/biwa/soundpropagationmode/releases/download/v0.9.0/SoundPropagation-v0-9-0.zip I also made a relase thread: http://www.doomworld.com/vb/doom-editing/71323-gzdb-plugin-sound-propagation-mode/ 0 Share this post Link to post