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CodeImp

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Everything posted by CodeImp

  1. CodeImp

    How do you make an invisible wall in DB?

    This is a general editing question and hardly has anything to do with Doom Builder specifically. I'm moving this to the right forum, maybe you have more luck there.
  2. CodeImp

    Maximum line count in DB2?

    Doom Builder only does this when saving/testing, because this is the only cases in which it outputs the data in memory to the WAD file. There is really no need to compress the sidedefs just to keep them in memory (computers these days have more than enough memory to contain hundreds of doom maps). I don't see why you would want to compress the sidedefs of a map that is already saved in a WAD file correctly: clearly it doesn't need any compression. Also, you're not saving megabytes with this compression, it really only exist to extend the Doom map format slightly so people can make bigger maps.
  3. CodeImp

    I used to be hip in 98. What happened? [editing]

    The "ZenNode - Fast (no reject)" profile is more optimized for performance than accuracy and this is not limited to just the reject map. I just put (no reject) in the profile title so that you know you won't have a reject map (some sourceports can't handle this). The optimizations for "ZenNode - Fast (no reject)" are:-n3 -nq -rzI don't know from the top of my head what these do, I looked into this when I made the profiles, but forgot. Google it yourself :P
  4. CodeImp

    "Insert sector"

    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.
  5. CodeImp

    I used to be hip in 98. What happened? [editing]

    Yea that is something worth pointing out: If you use (G)ZDoom, you can use standard zip files (with .pk3 extension) instead of WAD files. These are much easier to maintain and will save you some headaches. Doom Builder 2 supports them as resources. However, DB2 can't load/save maps from pk3 files (maps are still wad files even inside pk3 files) but that should not be a very big problem: You just edit your map (.wad file) outside the pk3 file (and have the pk3 file added as resource) and put the map into the pk3 when it's done.
  6. CodeImp

    I used to be hip in 98. What happened? [editing]

    Yea make sure you're not using the Doom shareware (doom1.wad) as a resource in Doom Builder and make sure you are using the Eternity game configuration when you're mapping/testing for Eternity. If you choose to make maps for (G)ZDoom, you may also want to look into the UDMF map format. It exposes the (G)ZDoom features in Doom Builder's user interface so that setting things like colored lighting and wall transparency no longer requires scripting.
  7. CodeImp

    Automatic sector combiner plugin?

    No there is no such plugin as far as I know. And for good reason. If your sectors with the same properties are not adjacent to each other, you may be messing up your map by joining/merging them. Sound from anywhere would travel across the entire map, so your first shot would wake up ALL monsters in the map. Also the reject table could become very inefficient. So even if you could do this, I don't think you would gain any performance at all anyway.
  8. CodeImp

    Help: cleaning up wad/removing textures etc

    A lump is an entry in a WAD file. It can be empty, or it can contain data such as a texture, a sprite, a sound or pretty much anything you want. It is amazing (in a bad way) that no WAD editor has a proper texture cleanup routine yet. How hard can it be to check all sidedefs of all the maps in the WAD and trash the unused TEXTURE entries?!
  9. CodeImp

    Maximum line count in DB2?

    Thanks!
  10. F11 to show Errors and Warnings and you would have known before posting. Although it should come up automatically, if you didn't turn that off (and then still it notifies you with a little beep and message in the statusbar).
  11. CodeImp

    Where is CodeImp?

    I replied here yesterday ;) Should answer your question I think.
  12. CodeImp

    Maximum line count in DB2?

    You exceeded the sidedefs limit and as a result, Doom Builder tries to compress the sidedefs when saving/testing the map (otherwise the map can't be stored in that format). Obviously something is broken in the compression routine. Can you remove some sidedefs (just make some linedefs singlesided by going to Linedef properties of a doublesided line and in the Sidedefs tab uncheck the "Back side" box) so that it can be saved without errors. And then post your wad file along with this error report on the development forums where bugs should be posted. Then it will likely get fixed with the next version.
  13. CodeImp

    Maximum line count in DB2?

    That is the useless part of an error report. Where is the first, useful part of it? The callstack part and the actual error message?
  14. CodeImp

    Doom64EX Editing Support - Need volunteers

    Yea, please email/upload me a copy. I thought I still had it laying around somewhere, but I can't find it. What I meant by SVN access is your own branch from the main repository in which you can commit your work. If we can't find a way to make everything work through a plugin then it is better to branch the source and make a separate release. But I am willing to make changes in the core to support whatever you need to make it work through a plugin. For example; I can have the DataManager keep a list of indices for the loaded textures and provide those to a plugin and make it possible for plugins to provide their own MapSetIO. That way you can write your own MapSetIO in a plugin that uses the indices lookup table to read/write the textures indices. The lighting colors in Visual Mode are very easy to add; you first have to copy the Visual Mode classes from the BuilderModes project into your own plugin so that you have the same Visual Mode features that the original mode provides, then add your own code in. I'm not sure about the interface changes you need. Maybe I can have plugins provide their own tab pages for the property dialogs (and allow plugins to hide existing tabs)... or you can use the Custom Fields (see the UDMF format how it dynamically creates custom properties and how they are presented on the property dialogs). Those Custom Fields are defines in a game configuration and you can easily read/set them on the map geometry classes (which means you can do whatever you want with them in your MapSetIO).
  15. CodeImp

    Doom64EX Editing Support - Need volunteers

    Oh shit, why haven't I seen this topic earlier... I am currently in the process of moving (painting the walls now) and writing software for a central computer in my house, so that is why development on DB2 is currently on hold. But I am willing to help you out on this project where I can! Most of the changes you need can probably be made with a plugin if I add support for it, but I doubt some changes (such as Linedef & Sector properties) can be made to work nicely with plugins (unless you are willing to use the Custom Fields for your custom properties, which is now only used by UDMF). Would you like an SVN branch in the DB2 repository to work in so that you can later merge in any future fixes/changes more easily? About the texture indices instead of names; I think you should just lookup the correct indices in your MapSetIO class and just stick to names in all the other code. I make this suggestion because it is harder to accept future changes from the main branch if the entire source code is turned upside down. If you have any technical questions, please use the dev forums: http://www.doombuilder.com/forums/ If there is a feature you need to add, but can't be added nicely into the code as it currently is, please ask me so we can come up with a clean solution. It would be best if everything could be done through a plugin, but I am not sure all that you need could work that way. EDIT: Oh and the current version in the SVN is not entirely stable. Its a work in progress I currently don't have time for to finish :(
  16. CodeImp

    Floating lines crossing multiple sectors

    If you use the error checker (F4) you will notice that Doom Builder 2 considers overlapping lines erroneous unless both lines reference the same sector on all their sides. Not sure if DB1 also does this.
  17. CodeImp

    ZDaemon config?

    No, definitely not around here :P
  18. CodeImp

    PLATFORM lump.

    That, and in DB2 it also keeps the grid settings you last used for a map and plugins can also store map-specific settings in there.
  19. CodeImp

    PLATFORM lump.

    Yes.
  20. CodeImp

    You know you've been mapping too much when...

    I was once turning my clothes inside out before throwing them in the washing machine and then found out they already were inside out. For a split second I thought "Undo!" and actually felt like it would be possible. Then to realize that it's not possible and I had been working on the computer for too long that day.
  21. CodeImp

    Creating High-res Textures for Zdoom

    Doom Builder 1.* does not support TEXTURES lumps. Doom Builder 2 does, but support for effects (such as blending and rotating) is very limited at the moment. Scaling should work though.
  22. CodeImp

    DB crash on startup

    You shouldn't need any special instructions from any other thread. If you are on an up-to-date, free-of-garbage Windows XP (or newer) system, Doom Builder 2 works out-of-the-box with just the setup installer (and anything the setup installer requires to install)... maybe I'm missing-something-here... :P
  23. Quiet. It was supposed to be secret :(
  24. CodeImp

    Scariest DOOM experience

    E3M7 was nice indeed, nice atmosphere. But I mostly remember when I first got to E1M8. The way that map begins and the music the plays really made that "everything is doomed" feeling for me. It is a great atmosphere. Also the ending of that map (teleporting to hell) was great. It wasn't really scary, but a bit epic and fits the game perfectly. Scary things? I think some dark places and the archvile appearing in MAP11.
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