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anotak

Doom Builder X 2.1.3.10 (Mar17-2018) - map editor forked from DB2

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Posted (edited)

hey so,

first off some good news, a new version is coming soon that fixes that one bug where geometry doesn't merge quite right sometimes.

 

second off, i need to address something:

i'm making an informal non-legally-binding promise to people using DBX. non-legally binding because i did not pay a lawyer to look over this, and i don't know enough about law to make sure that i'm not doing something very illegal, but if someone wants to help me to pay a lawyer to make this more official i'd be okay with that.

 

it's silly that i need to do this, but another major doom related program is planning to implement some code that will report the user's IP address and hardware information to the owners of that project. their intentions seem good. however, i believe that this is wrong, regardless of intent.

 

As long as I lead the DBX project, DBX will not collect information about you or your computer and automatically send it over the internet to anybody; unless it were absolutely required for some new feature. if it was, that feature would be absolutely 100% OPT-IN only. the data sent would be clearly explained. The explanation would be featured prominently on the download pages, a text file in the folder, the changelogs, and the software itself. any data collected would be deleted as soon as possible. but i do not currently have plans to do anything like that at all, ever.

 

i unfortunately cannot promise the same for 3rd party plugins or the outside software that DBX relies on (.NET, SlimDX, DirectX, DevIL, Scintilla, SharpCompress). however, i do promise to try to keep an eye on that stuff.

Edited by anotak

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15 hours ago, anotak said:

it's silly that i need to do this, but another major doom related program is planning to implement some code that will report the user's IP address and hardware information to the owners of that project. their intentions seem good. however, i believe that this is wrong, regardless of intent.

Which program are you talking about? ZDaemon?

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Posted (edited)

new version 2.1.3.10

i recommend everyone download this version bc it fixes a bug with merging geometry that can potentially mess up your map

 

changelog:

 


version 2.1.3.10
=====================
- fixed newly drawn geometry merging incorrectly in rare circumstances
- fixed inconsistent behavior when drawing new geometry counterclockwise to more resemble the DB2 behavior
- fixed some weirdnesses with the Map Options screen if you had the first game config selected (Boom by default)
- when you alt-tab back into the script editor, the keyboard focus goes to the text box as expected
- when you Save As, the filename is filled in already with the current one
- renamed UDMF/Hexen activation stuff relating to projectiles because it's more correct and less confusing
- fixed crash when creating a new level with no resources selected and randomized textures
- fixed a crash when going in 3d mode with no resources loaded
- fixed a potential threading error with unknown images
- crossported one of MaxED's optimization to drawing new geometry from gzdb
- hide matching texture sets with 0 textures in the texture browser
- additional logging for shader loading crashes
 

Edited by anotak

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Posted (edited)

Question: is Doom Builder X capable of loading PKE-layout uncompressed folders as data resources, and reading the textures from TEXTURE1.lmp, TEXTURE2.lmp and PNAMES.lmp files stored in the directory root? I'm getting black patches instead, and exclamation marks in the UI.

 

The flats, which are stored in \flats as exact lump exports (with the .raw extension) work just fine in DBX. Same with textures stored in \textures as .lmp files (Doom-format non-flat graphics). But, as said, TEXTUREx and PNAMES files fail.

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hm i honestly dont know offhand, i haven't looked at that before, i'll have to investigate. can you send me the file that's giving you issues?

 

@Altazimuth was the one who implemented the PKE support, which as far as i know was closely based on the existing db2 PK3 support.

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Doom Builder X doesn't show the asterisk when the file is dirty? GZDB does.

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On 3/17/2018 at 1:20 PM, printz said:

Doom Builder X doesn't show the asterisk when the file is dirty? GZDB does.

i'll look into it

 

11 hours ago, Nautkillius said:

I just wanted to ask if you can see the 3D floors.

yes, the included gzdoomediting plugin

 

On 1/1/2018 at 3:07 PM, anotak said:

if you set up the included GZDoom Editing plugin made by MaxED for the old DB2

xfJ1QGll.png

it will show some slopes and 3d floors (though not all, depends on what kind they are)

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Posted (edited)
18 hours ago, Nautkillius said:

I just wanted to ask if you can see the 3D floors.

 

Yes, you have to enable the plugin in F6 - Modes, but only for UDMF

 

5OdOx7l.png

 

Then, as anotak mentioned, use Q to see the 3D floors, even sloped ones.

 

hiP6rwI.png

 

However, to see sloped 3D floors in-game you have to use the hardware renderer, eg GZDoom.

 

 

Edited by Kappes Buur

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