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CodeImp

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Everything posted by CodeImp

  1. CodeImp

    Doom Builder 2 Thing Filter Glitch

    Since Window alarms the user with a dialog asking for network permissions, I rather don't put any such network feature in DB2 unless it has other network features that are more important and warrant the alarming of the user. Also, to me it feels like building a media player in a text editor because you might want to listen to music while typing. It feels a bit out of place. When an update is released, it is usually announced on this website and forum and also on twitter, so it is not done in secrecy.
  2. CodeImp

    Doom Builder 2 Thing Filter Glitch

    That is old. Get version 2.1.1.1466 here: http://www.doombuilder.com/index.php?p=downloads There have been several fixes in the Things Filter with this version.
  3. CodeImp

    Doom Builder 2 Thing Filter Glitch

    Which version of DB2 do you have? You can see this at Help -> About.
  4. CodeImp

    Doom Builder 2 - auto align

    I like your thinking, but that really isn't going to work for anything more complex than a single sequence of vertices and lines in a 'circle' like your drawing. As soon as vertices start getting shared by more than 2 linedefs, you're in trouble. And maps usually have that quite a lot! Also, it would be way too late for DB to implement such a thing as it requires the editor to be completely aware of the order in which everything was drawn. DB2 isn't made to do that and it really isn't that easy to change such a fundamental thing in a program at this mature development stage (maintenance).
  5. CodeImp

    Doom Builder 2 - auto align

    Yes, I'll have to make that distinction in the code, but that is doable. No, that is a drawing operation so it will count as automatic. If you are having problems pointing your mouse near a line, just go to Preferences -> Editing tab and increase the "Split linedefs within range". You can also initiate a drawing operation with CTRL+D so you don't have to rely on right-click for that.
  6. CodeImp

    Doom Builder 2 - auto align

    Ok so which is the "other" behavior? Use "0" values for texture coordinates of the newly inserted vertex? And how often would you want to switch between behaviors? And why? Would a setting in the preferences dialog suffice?
  7. CodeImp

    Doom Builder 64 Shenanigans

    You must take the SlimDX redistributable from the SDK that you have compiled it with and include that in your setup installer (and run it on installation!). I also recently experienced that SlimDX doesn't always work right when it comes to installing multiple versions. When I spoke to the guys who work on it they told me "it works fine", so that didn't help. For the next release of DB2 I will both install the redist AND install the correct SlimDX.dll file in the program directory (where builder.exe also is) so that it is forced to use that version.
  8. CodeImp

    Doom Builder 2 - auto align

    DB2 does not auto-align anything when splitting a line with a vertex. It simply inserts a vertex and that new vertex is given interpolated texture coordinates which keep your wall look the same (so that your alignments don't get messed up). The problem you are having is most likely introduced when you move a vertex around (which is often part of a user's workflow after splitting). What do you mean with both behaviors? Only one is being discussed here and no other has been suggested as of yet. Here are 2 arguments why you have this behavior and why I don't have a better behavior: Like printz mentioned, DB needs the described behavior so that your map does not get messed up by you drawing lines across/along existing parts of the map. This is about splitting a lines with a vertex, it is NOT about resizing any line and no vertex is moved (only inserted). The workflow Mordeth describes is probably also about moving a vertex, which inherently changes the length of one or more lines (usually 2 or more). This is where the problem lies. There is no computer in the world who can do anything with the alignment numbers on those lines in such a way that they still make sense (in all possible scenarios) without also aligning all the adjacent lines with the same texture. When you resize lines, you simply have to do your alignments again anyway, so the splitting behavior that DB has is not causing any more "harm" than you already decided to cause by yourself. If DB would change none of the alignment numbers, or if they would be reset to 0 when you move a vertex, you would still have to re-align your textures so that they make sense. Also, resetting the values to 0 when moving a vertex is not always desired and can ruin your map when you move a selection of multiple vertices around (you would lose all your alignments within that selection). What behavior would you have in mind?
  9. CodeImp

    easiest way to read doombuilder 1/2 source?

    .NET is actually more portable than most people think, but DB2 makes use of the Windows namespace and SlimDX (which is a DirectX API) which are (obviously) Windows-only libraries. So that is my 'fault'. For the game project I am currently involved in, I made a dedicated server in .NET which runs fine on both Windows and Linux. But that is offtopic. The way DB2 works is similar to how Doom level structures work: A map has Vertices which are basically just coordinates. Then there are Linedefs which are the lines in between vertices. A line always has 1 start vertex and 1 end vertex. Each linedef also has 2 Sidedefs: Front and Back. These sidedefs make up the shape of the Sectors, a single sector has 1 or more sidedefs (it can technically have 0 sidedefs, but it would be just a waste as the sector data would have no location nor shape in the map that it would apply to). DB2 has an object-oriented programming which is similar to this. On top of that, the classes in DB2 have references to all associated elements. So not only does a linedef have references to the 2 vertices that it is connected to, the vertices also have a list of references to the lines that are connected to them. A sidedef has a reference to the linedef it is on and has a reference to the sector that it is part of. Each sector has a list of sidedefs that make up its shape. This is needed for fast searching through the structures by the various methods that can run on this data. Don't look at the DB1 source code. It is old and crap, a bad programming example for these days. I was young and naive and that language (VB) didn't have proper features for object-oriented programming, so it's all structures and separate methods, just like the Doom source code. Horrible. I hope that answers your question a bit.
  10. CodeImp

    ZDoom ACC -h thread

    When -h is used and the user wrote ZDoom-specific code, the compiler should just output an error in the same manner as when the user would try to compile the works of Shakespeare. In my opinion.
  11. CodeImp

    ZDoom ACC -h thread

    This is how you would expect it to work and it does works fine, I tested it also (the Hexen game configuration uses ZDoom's acc with -h). I guess I fail to see your point. EDIT: Oh so when you use ZDoom-specific stuff AND you use -h then it doesn't give any kind of warning? Ok yea that is a bit unfortunate.
  12. CodeImp

    Doom Builder 2 error

    Know the manafacturer of your 3D graphics accelerator card/chip, go to their website and get the drivers that match with your hardware type (by product type code). If you are unsure about that, ask someone close to you (friend/family) who knows about these things to do it for you.
  13. CodeImp

    Doom Builder 2 error

    I believe GZDoom uses OpenGL. If both that and DirectX don't work, then the problem is likely with your video driver or hardware. Make sure you have a 3D graphics accelerator card/chip and that you have the most recent (official) drivers installed for it.
  14. CodeImp

    HOWTO: Doom Builder 1 and 2 on Linux

    Good tutorial! This should have been on the DB forums, but this is OK, I'll make a topic which links here. EDIT: I see you already posted links there, nice.
  15. CodeImp

    Doom builder not making nodes

    Also check that your map is properly drawn (F4). If there are broken sectors or zero-length linedefs, I can imagine that a nodebuilder would choke on that. Also, not all nodebuilders support Hexen format maps (and only ZDBSP supports UDMF). If you are using the right game configuration for your map (and it is one of the configs shipped with DB2) then the default nodebuilder should work for that type of map.
  16. CodeImp

    Problem with Visual Mode [DoomBuilder 2]

    That's an old card which probably doesn't support all rendering features that DB2 uses (even though they are very basic). That card does not even know what a shader is. I was wondering why I still wrote shaderless (fixed-function) rendering routines in DB2 as alternative to the shaders, and now I have the answer: If I had not made that work, you wouldn't be able to see anything at all, not even anything in any of the classic 2D modes :P What you can try is this: - Turn off "High quality rendering" in Tools -> Preferences -> Appearance tab. - Turn off "Animatie selection in visual modes" (on the same tab). - Update your video drivers.
  17. CodeImp

    Doom Builder 2 make nuts...

    I don't think that is Doom Builder which says that, but the sourceport you are trying to launch. And you probably don't want to use gzdoom.pk3 when launching your sourceport, simply because it is hardcoded in the sourceport that that file is already loaded first. You still may want to use that file in DB2, so instead of removing it completely, exclude it from your testing with a sourceport:
  18. CodeImp

    Doom Builder 2.1.1.1466 officially released

    Version 2.1.1.1466 of Doom Builder has been released and provides mostly bug fixes, but also some small additions such as texture sizes in the browsers, new things filter options, command line parameters for other programs to launch Doom Builder with, and the DeepBSP nodebuilder. As always you can get the new version at the Doom Builder website. Please note that the unofficial GZDoom Editing plugin is not compatible with the new Doom Builder version until a new version of the GZDoom Editing plugin is made (most likely also unofficially).
  19. CodeImp

    Doom Builder 2.1.1.1466 officially released

    Tools -> Preferences (F5) -> Interface tab on the right bottom, set the side panels position to "None" and you won't have any of them. But it is weird that you can click on it while in visual mode, because your mouse should be 'gone' (captured in the view window).
  20. Version 2.1.1.1466 of Doom Builder has been released and provides mostly bug fixes, but also some small additions such as texture sizes in the browsers, new things filter options, command line parameters for other programs to launch Doom Builder with, and the DeepBSP nodebuilder. As always you can get the new version at the Doom Builder website. Please note that the unofficial GZDoom Editing plugin is not compatible with the new Doom Builder version until a new version of the GZDoom Editing plugin is made (most likely also unofficially).
  21. CodeImp

    Doom Builder 2 make nuts...

    What boris said (some crap virus scanners could cause this), or any other program that hasn't closed your file properly. Might want to try a restart.
  22. CodeImp

    DOOM and DOOM Editors in BASIC

    Db1 was indeed written mostly with VB6, apart for some "high performance" routines which are in a C dll. DB2 is written in C# which (I believe) can be converted to VB.NET if you look for the right tools on the internet. I'm not sure if VB.NET can deal with the "unsafe" pointer stuff tough. I personally think it is best for your own development if you learn other languages instead of trying to get everything in VB. But suit yourself.
  23. CodeImp

    Doom Builder 2.1.1.1466 officially released

    And HERE is the unofficial plugin build, courtesy of Tiger.
  24. CodeImp

    Jean-Yves Delpech [Jive] has died

    Sorry to hear that. I remember him, we emailed sometimes, but last time was a long time ago unfortunately. I also have him on youtube: http://www.youtube.com/user/Jive51
  25. CodeImp

    Doom Builder 2.1.1.1466 officially released

    The option was already in the preferences (filtering in visual modes, probably on the appearance tab), the option is just improved. The 'filteranisotropy' thing is not in the user interface because it is not that important and very technical. It can be found in the Doom Builder configuration file though. Where that file resides depends on your windows version, but it is the location where all programs store their data files.
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