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CodeImp

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Everything posted by CodeImp

  1. CodeImp

    How do I connect two sectors like this?

    Last time I checked (heard) Eternity had the most complete portal implementation. But even then it was still incomplete (as in, something things don't quite work as expected; such as bullets going through or monsters finding their path through them) I don't remember the details. But it is certainly worth checking out to see if it has everything that you need.
  2. CodeImp

    Doom Builder 64 Released (Updated 9/25/11)

    Two small issues: - The setup installer overwrites the Doom Builder shortcut in the start menu. It would be nicer if it adds a Doom Builder 64 shortcut next to the original Doom Builder one. Let me know if you need help changing that. - When starting the editor I get two errors:Unable to load the script configuration "ZDoom_ACS.cfg". Error: No such compiler defined: 'zdoom_acc' Unable to load the script configuration "Skulltag_ACS.cfg". Error: No such compiler defined: 'skulltag_acc'But maybe I accedentially installed over an older version, so if you don't have this problem with a clean install then it is probably my mistake.
  3. CodeImp

    Doom Builder 64 Released (Updated 9/25/11)

    Good work! I like this.
  4. CodeImp

    Changing default textures in doom builder

    That guide was written for Doom Builder 1. Yes it is old and it is hardly useful with Doom Builder 2. With Doom Builder 2 you don't really need default textures. The first room you draw will get some texture you might not like (I bet on STARTAN). Then change that room to have textures you actually want to use. Anything you draw from there on will either use textures adjacent to your drawing, or a texture that is already used in your map.
  5. CodeImp

    Errors in DB 1 and 2

    What virus scanner locks files on a level such that no other program is able to even read the file? And haven't you had any problems with any other programs ever while using this virus scanner?
  6. CodeImp

    You Got Source'd

    You didn't notice the later post below James'? On topic: Good to see that they released the source code!
  7. Also in Visual Mode you can select multiple floors/ceilings and use the scrollwheel to raise/lower them. Their height differences will be preserved as they all raise/lower by the same amount.
  8. CodeImp

    Classicker

    It needs the ability to load custom PWADs. Otherwise I don't feel like this has any added value.
  9. CodeImp

    Someone at Intel likes ZDoom

    ZDoom does that automatically when its window loses focus.
  10. CodeImp

    Doom Builder feature wishlist

    esselfortium: I am currently way too busy to make any time-consuming additions. Also, the GZDoom editing plugin is not part of the official Doom Builder release, it is merely something I was toying around with (and sort of got demotivated with). Indeed I had that idea with UDMF fields in a side panel, but it failed, it wasn't a good idea. A modal, dialog window which pops up when you press a button (just like with texture selection and the other edit dialogs) would be better. But like I said, I don't have the time nor motivation right now, sorry. Zom-B (about the crash): If you get a crash that often and you honestly think it is Doom Builder causing that and you think you can get me to reproduce it, then you should write a clear and detailed bug report here: http://www.doombuilder.com/forums/ I will try and fix it (eventually) Zom-B (about plugins): There are IDEs for .NET programming. Try SharpDevelop. Also, google is your friend. But nothing beats Visual Studio when it comes to programming :P KiiiYiiiKiiiA: I will consider your request. It sounds very reasonable.
  11. CodeImp

    Doom Builder feature wishlist

    If it crashes so often for you, perhaps you should have a look at your own system.
  12. CodeImp

    How to turn a sector into multiple sectors?

    Boris' stair-case making plugin could do this as well right? Boris?
  13. CodeImp

    Bad config in Doombuilder, CodeImp, check this out

    Sorry, I don't think I can be of help with that unfortunately. ZDBSP and ZDoom are both products of Randy Heit and Graf Zahl mostly. If ZDBSP builds the nodes wrongly then you should really tell them (on their forums would help better). All Doom Builder does is run the nodebuilder and copy the results back into the map (which seems to work for pretty much everyone).
  14. CodeImp

    I need a new nodebuilder

    While Gez' solution works, I don't recommend modifying any of the files that come with DB. Any file that comes with DB is overwritten with any updates. You can still do what you want, but you should do it in a separate file. In the Compilers\Nodebuilders directory, make a new text file with the .cfg extension. In that file you paste the configuration you want. Make sure that you also add the "nodebuilders" section: nodebuilders { zdbsp_extended { title = "ZDBSP - Extended nodes"; compiler = "zdbsp"; parameters = "-X -o%FO %FI"; } } DB will pick up your new file and add this to the list of nodebuilders just like it would when it is in any of the other .cfg file.
  15. CodeImp

    Texture alignment issue

    Subatomic: Link to the map please? Preferably with the Visual Mode camera thing in the right spot so I don't have to spent all day finding this location. EDIT: Oh wait, I think I can already tell from your screenshots what's wrong. Don't use the GZDoom Visual Mode plugin for Hexen format maps. It is meant to be used with UDMF format maps only. Try the original Visual Mode (you can use it next to the GZDoom Visual Mode as long as you use different toggle keys).
  16. CodeImp

    SLADE v3.0.2

    Slayer; I have added that parameter. Documentation has been updated. Also, if you figure something isn't launching right as you expected, check out the log file DB2 writes to see if anything went wrong with the command line parameters (it will be near the top of the log). You can find the log file at these locations: Windows XP: C:\Documents and Settings\Username\Local Settings\Application Data\Doom Builder Windows Vista: C:\Users\Username\AppData\Local\Doom Builder Now I guess I'm going to have to work on a new official DB2 release, because people will need this new DB2 version if they want it launched from Slade. Thanks for your cooperation!
  17. CodeImp

    SLADE v3.0.2

    Because then people have the option to use them together easily instead of one alone or with hassle? I don't see logic in your opinion; they will probably use slade for wad management anyway. Either way, I would like to hear Slayers opinion as this is really something for him to decide. Edit: Slayer beat me. But im at a disadvantage when typing on a cell phone :P Thanks Slayer. I'll have a look at that parameter.
  18. CodeImp

    SLADE v3.0.2

    Will it have an option to launch DB2 for map editing? The path where DB2 is installed can be found in the registry at HKEY_LOCAL_MACHINE\SOFTWARE\CodeImp\Doom Builder\Location The arguments to pass to DB2 are documented here and if you need any special argument you can ask me ofcourse :)
  19. CodeImp

    Very old Doom shovelware cd?

    Well the CD is from 1994 but still that is very cheap to make a cover like that (the CD also was cheap, probably because the contents are also cheap, if not free). At the time I was happy with it though, especially the editors on it made me happy (but I didn't know any better back then).
  20. CodeImp

    Very old Doom shovelware cd?

    Here are 2 that I once bought; http://www.codeimp.com/temp/supergames_vol2.jpg http://www.codeimp.com/temp/ultimate_add_on_doom.jpg
  21. CodeImp

    Herky Jerky Mouse in DB Visual Mode

    http://www.doomworld.com/vb/doom-editing/54161-db2-3d-mode-is-not-smooth/
  22. CodeImp

    Doom Builder feature wishlist

    Meh, I recommend you keep the shortcut W for normal visual mode and use something else for GZDoom visual mode (such as Shift+W or Ctrl+W) so you can choose which mode to use. I know my txt file says you should use the same shortcut W as for normal visual mode and then disable normal visual mode, but since the GZDoom visual mode does not support everything too well and since you may want to map in a non-ZDoom/non-UDMF format also, you may want to use both. But this whole modes thing is advanced user stuff I guess.
  23. CodeImp

    Doom Builder feature wishlist

    I'm currently working on other projects so I don't really have much time for Doom Builder at the moment. I consider the Doom Builder core quite stable and mostly done (of course you can always think of new features, hell you can even put a media player in DB... but would you want to?). Many of the wanted (and reasonable) features can in some sane manner be done with a plugin and therefor should be done in a plugin to keep the Doom Builder core clean. Any programmer can write a plugin without the need to release a custom build of the Doom Builder core. So there is currently no dire need for me to work Doom Builder right now. That said, I do encourage anyone willing to program plugins or fix bugs in Doom Builder. For you Zom-B and any other programmers I will try to idle in the #doom-tech channel on the OFTC network starting today (I know I have been away for a while) so I can help anyone who has questions regarding the source. Boris also knows some of the code so he may also be able to help you. While Boris has write access to the Doom Builder repository, I cannot just grant anyone write access and let anyone commit code into official builds. When you think your code is done, put it in a zip file and email it to me for review. I will not add code that implements a media player in Doom Builder so save your precious time working on that.
  24. CodeImp

    Doom Builder feature wishlist

    That plugin is unfinished and the texture aligning was not thoroughly tested. The idea is that the plugin uses the UDMF fields so it can align every part of the wall individually. If you're not working in UDMF format, forget about it.
  25. Which does not even match with Doom's gravity OMFG!!!1one
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