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CodeImp

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Everything posted by CodeImp

  1. CodeImp

    OK... I need an editor.

    He has, or it wouldn't even start :)
  2. CodeImp

    OK... I need an editor.

    Looks like DB2 can't allocate a drawing buffer the size of your drawing area and is given a smaller buffer by the videocard instead (which is stretched out over the real size). That is definitely a videocard and/or driver issue. But I don't understand why parts of lines are missing, logically it should just give you a low resolution. Try updating your videocard's drivers using the manafacturers website. I doubt this will help in this case, but try to turn OFF "High quality display rendering" in Tools -> Preferences -> Appearance tab. Doom Builder 1 uses software rendering for it's 2D modes, so it is not surprising that it works there. EDIT: Thinking about this again while looking at the screenshot; It could also be a memory issue. The things and floor textures look fine (albeit in low resolution), but only the lines are missing pixels. It could be that it has enough memory for the line drawing buffer (which gets full resolution) but has no memory left to draw the final buffer at full resolution so it is given a smaller buffer instead. The pixels in the lines go missing when they are copied over from the high resolution buffer to the small resolution buffer, because these are copied 1:1 without resize filtering (it was never meant to resize anyway). Indeed a picture is worth a thousand words. Try making your window smaller and see if that helps. But also try updating drivers and the option above, just to make sure.
  3. Ok how about this; You generate 32 maps in a WAD file and play them all, then you generate 32 new maps in a new WAD file and play all of those, and so on. It is EXACTLY the same and JUST AS RANDOM as levels created randomly when loaded. What would be more interesting is an in-game generator that creates the level randomly on the fly during the game and modifies it continually. Walk from one room through a corridor into the next room, turn around and walk back and that room will be completely different! That could be scary.
  4. CodeImp

    Vanilla Hexen problem with DB2

    Hmm, that should work though. There is especially a legacy Hexen compiler coming with DB2 for this purpose (see subdirectories). I don't know why it's using the ZDoom one. Crap.
  5. CodeImp

    Vanilla Hexen problem with DB2

    Yes and a No but simultaneously a small Yes. Yes you can script and compile using ACC. Look for the Script Editor in the menus if you don't know the shortcut key. The script editor has a compile button you can use (but I believe uncompiled scripts are also automatically compiled when you save your map). No, you don't need to set anything up through the user interface, because ACC doesn't have any interesting switches any normal user would care for. But also Yes; you can change anything like this using configurations. If you really need that, I can explain how.
  6. CodeImp

    Resource loading woes

    Looks more like there is something in the PK3 that DB doesn't like... such as twice a file with the same filename perhaps?
  7. CodeImp

    DB1 Error 75 under XP (school network)

    AND on the account that you use to run the program with, it must have rights to write in that directory, as well as the working directory (where your WAD file is). Then it might work.
  8. CodeImp

    DB1 Error 75 under XP (school network)

    No, the problem is a result of Doom Builder 1 not being programmed according to Microsoft's guidelines for applications on Windows. One of the guidelines is that an application may not write to any files in the Program Files directory (where it is installed, under normal circumstances) but must instead write to files in it's roaming settings directory or local settings directory. This was not a problem before and no program did this, but since Windows XP this guideline has become more of a rule and is enforced by Windows (and breaking the compatibility for many programs). A program running as Administrator is still allowed to write anywhere, though. It is unfortunate that you have to work with older systems, because Doom Builder 2 adheres to these rules, but Doom Builder 1 is no longer in development since several years.
  9. CodeImp

    Doom Builder Website

    It's back online.
  10. CodeImp

    Loading extra files on test launch

    Notice the space in -file "%AP " after AP. The AP placeholder repeats the quotes for each individual file, but this space could mess that up.
  11. CodeImp

    Loading extra files on test launch

    Did you load the extra WADs and PKs with your map in Doom Builder? Or do you want to add them without loading them in Doom Builder? What are you launch parameters? Make sure you use the correct Game Configuration for the sourceport you are editing for (the all have specific default launch parameters) Try opening your map and choose to customize the launch paramaters. You can then see the what the result parameters are. Verify that they are correct for the sourceport you are using.
  12. CodeImp

    "DooMBuilder2 website is down?"

    I just got word from my provider that they are fixing it.
  13. CodeImp

    System.ArgumentException

    Bug reports belong in the bug reports forum here and please read how.
  14. CodeImp

    Doom Builder crashes when you...

    This "bug report" lacks the required information for it to be a bug report instead of just complaining. But judging from the "eye button" mentioned, I think you're talking about Doom Builder 1. If that is the case, yea this could be and I'm not going to fix it, sorry.
  15. CodeImp

    One map at a time.

    Yea, you don't have to merge the WADs just yet if you don't want to. Just add the WAD file with the textures as a resource in Doom Builder and it will give you access to the textures. Later, when you're done with the whole thing, you should merge the WADs together before uploading it so that people don't have to start Doom with several files together (you can bet your money people won't do that if they don't read your text file... and people generally don't read).
  16. CodeImp

    Textures where they shouldn't be...

    If you're using Doom Builder, press F4 to run a map analysis. It often (if not always) finds these kinds of problems for you.
  17. CodeImp

    Doom64EX Editing Support - Need volunteers

    Thanks! Yea the Visual Modes code design is a bit complicated. The idea is that the Renderer3D does the actual rendering, once you finish telling it what to draw. The DB core provides the Visual**** classes as a basic framework of elements that can be drawn. The BuilderModes plugin overrides these classes and their methods to provide the behavior and create the actual geometry. Generally the rule of thumb is; When a class has a Dispose method, you MUST call it when you're done with the object. This is because .NET can manage the memory of the .NET code, but when you use unsafe or other non-.NET code you could be doing things that require explicit clean up and you can't trust the timing of the destructor, because it's called when the garbage collector cleans up your class from memory. As you may have noticed, a lot of my classes also have a Dispose method, because I don't like relying on the garbage collector.
  18. CodeImp

    Doom64EX Editing Support - Need volunteers

    Good to see this Kaiser! Couple questions, if you don't mind: - Are there any questions still unanswered that you would still like to know to continue your work? For example; Did you figure out that transparency part about which you wrote here? - I see you are using the latest, unstable SVN version to build your branch from (instead of the latest official release). Are you willing to update and merge any changes we make to DB and release new versions of this editor that include the base DB changes/additions? - How did the overall implementation go? Are there parts of the source code poorly documented? Was the object oriented structure flexible enough to let you make your implementations? EDIT: Also, where is the download? :P
  19. Because Windows Vista is not so friendly to "classic" Windows applications, you need some manual changes to your Doom Builder installation to get it to work in Vista. Here they are, thanks to Mechadon. 1) Install Doom Builder in a directory OTHER than "Program Files". 2) Download this DLL file and unzip it to your Doom Builder directory. 3) Find Builder.exe where you installed Doom Builder, right-click it and choose "Properties". In the "Compatability" tab, check the box that says "Run this program in compatiblity mode for:" and choose "WinXP (SP2)" from the drop-down box. 4) For people experiencing an "Error 5 - Invalid procedure call or argument" error on Windows Vista, please read tannermann's solution. Now you should be able to use Doom Builder on Windows Vista, enjoy.
  20. CodeImp

    Just a suggestion

    Wait a minute! I was thinking far too complicated. It CAN work when the comments are just placed at fixed coordinates and are not attached to any of the map elements. The comments would still have to be stored in a separate location (I think the .dbs file), but if they use absolute fixed coordinates then there is no problem of them getting messed up when any other application changes the map. A simple plugin could indeed do this just fine. I have added it to the list of ideas for plugins. Maybe someone will make it some day ;)
  21. CodeImp

    Just a suggestion

    Unless you are talking about a single comment field for the entire map, this is not really possible. UDMF already has this possibility, but it can't really be done for Doom and Hexen formats. To do this, we would have to store the comments for the map elements (vertices/lines/sidedefs/sectors/things) in a separate location (such as a different file, or a different lump in the WAD file). But the problem is when a nodebuilder or other editor touches the map and changes the order in which elements are. And Doom Builder usually always runs a nodebuilder when you save your map, so it loses track of the index of map elements. Hence your comments end up in different locations. UDMF solves this problem because it has a 'comment' field on each map element. You can access it on the Custom tab when you edit the properties of a map element. If you're talking about a single comment for the entire map, then what boris said, you could make a plugin. But opening a text editor and write a text file along with your map would be just as easy.
  22. CodeImp

    Looking for a sky...

    Doom Builder does not do anything with these at all. I don't mind writing optional 'real' sky rendering in visual mode at some point, but it is extremely low priority because you simply don't need it for editing maps. You use the F_SKY1 flat where you want a sky and the sourceport replaces that with with whatever it wants as sky texture. You can put these in your WAD file as SKY1, SKY2 or SKY3 texture and the sourceport will pick it up as if it was the original sky.
  23. CodeImp

    Auto-align textures in doombuilder2

    Uhm, just don't press the button? Type the texture coordinates in the offset fields of the sidedef properties (right-click a line in linedefs mode). You are so 2001 :P
  24. CodeImp

    European Doomer Meeting, the interest gathering thread

    I wouldn't bring my computer and join the whole party for days, because I don't like LAN parties and I have other things to do also. But since it is only like 2 hours driving for me, I would certainly consider showing up for one day, just to meet some folks. I'll keep an eye on this thread.
  25. CodeImp

    ZDooM Features in 3D Mode?

    It is suggested for a plugin but I don't think anyone made such a plugin. Maybe some day I will, but not any time soon and no promises.
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