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About anotak

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  1. anotak

    What was the first custom wads you have played?

    i dont exactly remember, was likely either crossing acheron or bf_thud!.wad ... actually i know you probably meant levels but i went to my brother's friend's house and they were playing that wad that replaced cacodemons with a photograph of bill clinton's head, i'm pretty sure that was the first mod i played lol.
  2. https://thetrashbang.tumblr.com/post/161999414860/the-lost-legacy-of-dooms-hitscan-enemies
  3. yeah that's really a huge motivator. my thought on it used to be "we'd have to rewrite roughly 50k lines of code" but the more i work on doom builder the more i think "why is there this much code duplication everywhere" constantly and yes, a map source format that is then compiled. id's editor did this, and editors for other games work like that. there are many advantages
  4. anotak

    [Limit-Removing] Parallels - Single map

    i was playing on uv last night. i really like the look of the map & the concept of the parallels. i thought the cyberdemon fight was actually not very hard despite the other comments. i didnt finish it because i couldn't do the archvile fight after. is there a light switch somewhere for that room? i couldn't figure out where cover was and where the archviles are attacking me from because i couldn't see, and it ended up being frustrating. anyway despite that, the parts i enjoyed were quite good and i would like to see more maps from you
  5. yeah, it's most certainly a big project, i'd appreciate all the help we can get. I similarly want to do something like adobe illustrator's layers, preserving curve information, etc. Right now i've been investigating various languages and gui libraries in order to get a better idea of the state of things there. Jazz has made some interesting JS prototypes for various types of tools and stuff. Absolutely 0 promises for anything at this stage, but multiple viewpoints has been a hope. Editors for other games have been able to do it for decades now. Ideally I'd like to make it possible to actually draw new sectors in a 3D view. As far as previews, yes, something to solve the issue there would be good, i'm not sure if specifically previews is the best idea. It's definitely annoying to try to hop into a big set you havent looked at in a minute and try to determine "now which one of these was it". I'll have to think about this. In any case, it would definitely be easier to implement in a new non-doom-builder environment.
  6. thanks. i'll probably have a look sometime this week, although i probably can't look too close today or tomorrow because of irl concerns. remind me if i somehow forget
  7. So in general, I guess to some degree new feature talk has to be preceded by the following thing: To be fully open about it, I've been talking some with some other developers in the community, and we've talked some about working on a completely new editor not based on Doom Builder at all. The big reason for this is that ultimately there's a lot of fundamental architectural things in DB2 (and its children, DBX, GZDB, etc) that make it difficult to debug, improve, or change in various ways. A lot of this is stuff we know now because of hindsight and aren't really things CodeImp et al could've known at the time. I also think I have some ideas that could be big improvements on the various Doom Builder(s), although eventually it'll be up to the other mappers to decide that. The reason I bring this up now is that if I'm long-term doing that, I might pull back some on new features and just focus on fixing crashes in DBX. We haven't actually committed to starting this but just it's something I've been thinking about for quite a while now. However: re: thing sprites: I'm still thinking about this long-term as to how to approach this. I'd like to do this in a way to where it's performant, as the way it's implemented in GZDB is unfortunately rather slow based on profiling I ran. (edit: I'd like to clarify that this isn't a criticism of GZDB(-BF), Max-ED got it done. This is more about the fact that the two editors have a different niche / userbase.). The thing about it is that whenever I mess with that stuff I'm often just tempted to rework the renderer from scratch in order to remove that damn SlimDX dependency. SlimDX hasn't been updated since 2012 and also is the big bad reason why Doom Builder is windows-only. Multiple test programs: I'd like some better way to approach this (and the "game configs" concept) entirely. I'm not happy about any editor's current UI for this type of thing in general. Choosing line action: I sort of want to rework the linedef properties dialogue entirely, but I'd like to do so in a way that isn't stepping on any toes or messing with people's legacy muscle memory or etc. It doesn't make much sense to me that you have to switch tabs, then click to open a 2nd dialogue to open textures. Or open a whole new window to get a browsable list of line specials.
  8. huh. would you be willing to send me a wad with that texture, so i can have a look? if you don't want to share your whole wip wad, a wad with just the 1 texture would work
  9. the only thing I can think of is that maybe your DirectX 9.0c install is broken somehow? make sure you installed this one right here. i'm really having trouble figuring out how it would crash without the logfile providing any information about the error at all, that's what's got me a bit stumped. it just gets to "Initializing graphics device...", and then nothing. i'm starting to wonder if it's hardware issue of some kind. have you had any problems at all with anything else that uses your graphics card?
  10. can you share your log file? (either upload it somewhere, or paste the contents into pastebin) the file should be in the folder %LOCALAPPDATA%\Doom Builder\ the file would be called BuilderX.log
  11. it's not useless. it's always been a underestimate that can let you know about problem areas. it should be used in supplement with CRL of course. mappers on many well-known vanilla projects use visplane explorer. there absolutely is no way to create perfect visplane-detecting tool in the next few decades (and possibly ever), although improvements could always be made of course.
  12. anotak

    Post Your Doom Picture (Part 2)

    not to be too uhh self-promotey but have you tried using DBX for that? it's more performant than the other map editors
  13. A little wrinkle: DBX will read DB2's Builder.cfg if it can't find BuilderX.cfg (this is for people upgrading from DB2). If you don't want this to happen but want to keep your DB2 config for whatever reason, you can temporarily rename Builder.cfg before you start DBX for the first time, it will make its own config file once you close it. Then rename Builder.cfg back.
  14. hi everyone, new version here, 2019.1 finally is released full changelog:
  15. anotak

    Bellator Reworked (WAD)

    hey, i haven't had a chance to play the reworked version but https://andrewyoderdesign.blog/2019/08/04/the-door-problem-of-combat-design/ i think you should check this page out, it explains what i was trying to say in my post about the previous version a lot better than i ever could