scifista42 Posted May 20, 2016 If you are making a staircase of evenly sized rectangular sectors in a row next to each other, use Draw Grid mode to generate them all at once. 0 Share this post Link to post
Gez Posted May 20, 2016 scifista42 said:If you are making a staircase of evenly sized rectangular sectors in a row next to each other, use Draw Grid mode to generate them all at once. Also there's a stairmaker plugin. 0 Share this post Link to post
baja blast rd. Posted May 20, 2016 For MaxED: In newer builds of GZDB, there is a little area of blurring/discoloration around the line length display. http://i.imgur.com/WfdL9PD.jpg?1 Is there a way to get rid of this? It makes it completely irritating, at least for me. (I already lowered the font size, which often resulted in a sea of big numbers blocking everything.) Also it would be preferable if there was a preference option to keep the L: ___ A:___ format of past versions. (And also an option to not display any info at all, which could be quite useful.) 0 Share this post Link to post
Dragonfly Posted May 20, 2016 MaxED said:...and Bridge Mode http://i.imgur.com/Jg7EidE.jpg I really need to play with GZDB's options and features more. Everything I make is manually crafted, and I drew a stairset in that exact manner, by hand, not too long ago. ...Maybe this hand-crafted aspect could be a selling point though? 0 Share this post Link to post
baja blast rd. Posted May 20, 2016 Dragonfly said:I really need to play with GZDB's options and features more. Everything I make is manually crafted, and I drew a stairset in that exact manner, by hand, not too long ago. ...Maybe this hand-crafted aspect could be a selling point though? I use the curve linedef function. Apparently it's possible to emulate that with bridge mode. Cool. 0 Share this post Link to post
MaxED Posted May 20, 2016 rdwpa said:In newer builds of GZDB, there is a little area of blurring/discoloration around the line length display. It's just a half-transparent rectangle.rdwpa said:Is there a way to get rid of this? No.rdwpa said:Also it would be preferable if there was a preference option to keep the L: ___ A:___ format of past versions. While Draw Lines mode is active, there's the "Show Guidelines" button on the top panel. 0 Share this post Link to post
Gez Posted May 20, 2016 rdwpa said:For MaxED: In newer builds of GZDB, there is a little area of blurring/discoloration around the line length display. http://i.imgur.com/WfdL9PD.jpg?1 Is there a way to get rid of this? It makes it completely irritating, at least for me. (I already lowered the font size, which often resulted in a sea of big numbers blocking everything.) That's a translucent overlay to create more contrast around the numbers. Use an orange floor texture and try again to see if it's so annoying that the numbers remain legible. 0 Share this post Link to post
baja blast rd. Posted May 20, 2016 MaxED said:It's just a half-transparent rectangle. No. While Draw Lines mode is active, there's the "Show Guidelines" button on the top panel. It's just a half-transparent rectangle, but I still find it annoying. Yeah I saw the show guidelines option, but it completely gets in the way. I'll try to track down a circa April 19, 2016 build, one with the new features except for this latest set of changes. If not I'll keep using the early 2015 version I have. Anyway, thank you for developing GZDB -- it has been quite useful. Gez said:That's a translucent overlay to create more contrast around the numbers. Use an orange floor texture and try again to see if it's so annoying that the numbers remain legible. I use wireframe mode basically always, except on rare specific occasions. That's not an issue with my setup, at all. Good job on the unnecessary snark. 0 Share this post Link to post
baja blast rd. Posted May 20, 2016 Anyway, changing the highlight color seems to make it quite tolerable, probably because I'm not so used to the way the orange lines normally look. Mission accomplished. 0 Share this post Link to post
PureSlime Posted May 21, 2016 MaxED said:http://i.imgur.com/vHkhSsU.jpg Which version are you using? Because I updated to the current version of GZ Doom Builder and that continuous drawing option is just not there. 0 Share this post Link to post
scifista42 Posted May 21, 2016 It should only appear after you go to the respective drawing mode. 0 Share this post Link to post
Li'l devil Posted May 21, 2016 Don't know if this has been already asked before, but how do i remove items from certain difficulties via mapinfo? Say, i want to remove all medikits and stimpaks from UV and NM, how do i do that? I tried to replace them with "0" using ReplaceActor function, but it didn't work.. Any solutions? Also, another one: how to remove a skill level entirely? 0 Share this post Link to post
scifista42 Posted May 21, 2016 1. Make a dummy DECORATE actor that immediately removes itself from the map after being spawned, and replace whatever actors you want with that dummy actor. 2. Use "clearskills" command and then redefine the skill levels you want to keep. 0 Share this post Link to post
Li'l devil Posted May 21, 2016 But how do i make an actor that immediately removes itself? Well, i did this (and it obviously didn't work):actor DummyThing { Spawn: stop } Also, thanks, clearskills thing worked. 0 Share this post Link to post
scifista42 Posted May 21, 2016 actor DummyThing { +NOINTERACTION States { Spawn: TNT1 A 0 stop } } 0 Share this post Link to post
PureSlime Posted May 22, 2016 scifista42 said:It should only appear after you go to the respective drawing mode. Nope. Bevel and Subdivisions are there, but the continuous drawing button is not. http://i.imgur.com/sTuTZOX.png?1 0 Share this post Link to post
Kappes Buur Posted May 22, 2016 PureSlime said:Nope. Bevel and Subdivisions are there, but the continuous drawing button is not. You need to use a more recent version of GZDB. You have to be in one of the Drawing Modes. 0 Share this post Link to post
PureSlime Posted May 22, 2016 Turns out the ZDoom forums thread hasn't been updated in a little while (since 2.3). So yeah, I'm on 2.6 now and it's there. Thanks. I'm a dummy. 0 Share this post Link to post
FearNoEvil Posted May 22, 2016 I know I can move things around in Visual Mode with the arrow keys, but can I move Things in Visual Mode by clicking and dragging them with the mouse? 0 Share this post Link to post
MaxED Posted May 22, 2016 You can't drag them, but you can use Ctrl+MButton to move selected things to the crosshair location. 0 Share this post Link to post
FearNoEvil Posted May 22, 2016 So I'm trying to make a trigger where the player grabs an item and two actions happen simultaneously: http://imgur.com/a/HyCyG The door opens and the lights (the highlighted sector) shut off As you can see I have the soulsphere connected to the door but I can't seem to connect the soulsphere to the lights and get it to work properly. How would I do that? 0 Share this post Link to post
everennui Posted May 23, 2016 You'll need to use ACS for this. Script 1 (Void) { Door_Open(tag, speed, lighttag); delay(20); Light_ChangeToValue(tag, value); } Edit: Set the trigger to action 80 and give it a new script number or name. Make sure to include " #include "zcommon.acs" " at the top. Omit the delay if it's not needed a delay of 20 will hardly be noticeable. (They are tics and I think they are each 1/35 of a second long. (Please correct me if I'm wrong)). Edit2: I'm not entirely sure what "lighttag" does, so "light_changetovalue" might not actually be needed. Just screw around with it and check out the zdoom wiki under acs for other cool stuff. 0 Share this post Link to post
FearNoEvil Posted May 23, 2016 That script worked like a charm, thanks! I've never used a script before, so when I click Compile Script that means it's saved, right? Just making sure. 0 Share this post Link to post
Dragonfly Posted May 23, 2016 doomydoom said:That script worked like a charm, thanks! I've never used a script before, so when I click Compile Script that means it's saved, right? Just making sure. Compiling the script is essentially saving it, yes. A lot more is going on in the background, but, for simplicity's sake that's probably the best way to word it. Remember to save the map itself in Doom Builder though. If you're looking to learn how to write your own scripts (something I would really reccommend), you can reference the functions available from the ZDoom Wiki. I would also reccommend looking at the scripts used in other maps. Don't copy/paste them, but use them as reference on how to achieve your goals. 0 Share this post Link to post
Gez Posted May 23, 2016 everennui said:Edit2: I'm not entirely sure what "lighttag" does It's for a Boom effect. The idea is that when you open the door, it can let some light in, right? A normal Doom door (D1 or DR Door, in Doom format) does not use its tag since it opens up the back sector, which means that the tag can be used for something else. So it's used for a sector whose light level will increase when the door is opened, and decrease when the door closes. You can see that demonstrated in Boomedit.wad. If you don't care about trying out this effect, you can leave lighttag to 0, or omit it entirely in a script. 0 Share this post Link to post
everennui Posted May 25, 2016 I can't quiet figure out the MAPINFO definitions.map MAP01 "caves" { compat_missileclip "no" ProjectilePassHeight = -100 } levelnum 1 titlepatch CWILV00 next MAP02 secretnext MAP02 sky1 SKY1 0 cluster 5 par 666 music D_RUNNIN Is this not how the properties are supposed to be implemented to MAP? Edit: I tried it with the curly brace at the bottom too. No luck. 0 Share this post Link to post
scifista42 Posted May 25, 2016 You are mixing old MAPINFO syntax (no = and no {}) with new MAPINFO syntax (using = and {}) with DECORATE (!!!) (ProjectilePassHeight), which of course can't work. I'm going to show you how to use new MAPINFO syntax, where properties belonging to the particular map should be within the brackets.map MAP01 "caves" { compat_missileclip levelnum = 1 titlepatch = CWILV00 next = MAP02 secretnext = MAP02 sky1 = SKY1, 0 cluster = 5 par = 666 music = D_RUNNIN } If you don't want "compat_missileclip" to be set, omit the line from the MAPINFO. ProjectilePassHeight needs to be set for a particular actor in DECORATE. 0 Share this post Link to post