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CodeImp

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Everything posted by CodeImp

  1. CodeImp

    Doom Builder 2.1.0.1356 released

    Here is another thing you could try: Compatibility settings. I'm not sure if this is possible in Win7, but in XP you can right-click an executable and change the comaptibility settings you wish to use on a program (for example, pretending it runs in Windows 2000). Try setting that to Windows XP on Builder.exe. Also try it on the DosBox or Chocolate Hexen executable.
  2. CodeImp

    Doom Builder 2.1.0.1356 released

    I would say check your launch parameters, but there isn't much you can mess up there (see the video, I kept everything at defaults, just selected chocolate-hexen.exe). I'm not sure if this is different on windows version other than XP, but you could try checking "Customize parameters" and then check "Use short paths and file names". And then you may also try removing the quotes from the parameters. If that doesn't help, I'm out of ideas.
  3. CodeImp

    Doom Builder 2.1.0.1356 released

    Well I used Chocolate Hexen, not DosBox. But that would be odd if the problem is caused by that. PROOF SHOWN ON VIDEO
  4. CodeImp

    Doom Builder 2.1.0.1356 released

    Vanilla Hexen scripting? I tested it myself and it worked fine.
  5. CodeImp

    Texture issues

    This does work in Doom Builder, but I don't know how Chocolate Doom deals with this (problems could be caused by how it handles IWADs differently from PWADs, or by the mix of TEXTURE# lumps). When you add/edit your resource in DB, you can find a checkbox at the bottom to exclude that resource from being used during testing. However, I think you just should get your textures straight (and not use TNT or PLUTONIA as resource) and all will be fine.
  6. I have just released Doom Builder version 2.1.0.1356. Note that this is not the same as the release two weeks ago and this fixes some critical bugs, so it is wise to update. Also future plugins may need this version. Updated ZDBSP to fix some critical nodebuilding issues (which you noticed only in-game when testing). Fixed crash that occurred when sectors had insane amount of sidedefs. Fixed some DECORATE support issues. Added a bunch of features for plugins. Proper compiler and syntax highlighting for Vanilla Hexen scripts. Some minor Game Configuration updates.Link to download page
  7. CodeImp

    help-a-noob

    You can't do that with Doom Builder, Doom Builder is a map editor. Use XWE or SlumpEd or Slade or something. Check this page and scroll down to the WAD editors.
  8. CodeImp

    WAD waaaaay too big!!

    This does not include textures used in ACS scripts or custom UDMF fields.
  9. I don't know if I should spend time and energy to explain this, but the first thing is called intended pun and was in response to Graf mentioning ZDoom. Like I care who was first. It is more complex than making triangles from subsectors, because it deals with a bunch of problems you don't have to deal with when working with convex shapes.
  10. CodeImp

    WAD waaaaay too big!!

    I can imagine that would help a lot indeed. Sounds like a mission for Slade 3!
  11. Doom Builder 2 was first :P but I suppose map editors don't count in this fight. By the way, Doom Builder 2 uses a more complex algorithm that creates triangles from complete sectors. But it does not work with software-rendering hacks such as deep water and it also does not work with broken sectors (such as unclosed sectors, which happens in some original maps). It does not suffer from map data inaccuracies though.
  12. The way DB 1 does it (I think I took this idea from Doomsday at that time) is by making a huge 65535 x 65535 square and start splitting it up with all the splits along the way to the subsector you need. With every split, the geometry on the side at which the subsector is (the side on which you continue recursively) is kept. Ofcourse this could be optimized by doing a breadth-first recursion and keeping a copy of the geometry for both sides on every split and generate the needed geometry for all subsectors that way.
  13. No? I think it is on this page, below the Doom Builder 2 SVN link ;)
  14. Subsectors should be convex. If not, that is a nodebuilder failure. I think GL nodes are sorted so that they are in clockwise order which just makes it easier to create a triangle fan. Given that a subsector is convex, you can take any point and segment and make a triangle out of that without any other segment intersecting that area. You could make a triangle list from any given point and all subsector segments, but it would be less efficient than a triangle fan. EDIT: Wait, not all segments are included in subsectors because Doom doesn't need them, only those along linedefs. That is what GL nodes added: segments for the entire subsector. It is possible to find all segments of a subsector without GL nodes, but it takes some work (Doom Builder 1 and some sourceports do this).
  15. CodeImp

    Multiple levels in one wad, super wad? doom builder 2 help

    When you made and saved, for example, MAP01 in the file mymaps.wad, then you are working on MAP02, use the Save Into function from the File menu and select mymaps.wad and it will put MAP02 right next to MAP01 in the same file.
  16. CodeImp

    Strange problem

    I think im going to close this forum because the bug reports all go in the wrong place. Nobody reads. Anyway, give me your wad and ill check it out.
  17. CodeImp

    Weird bug involving DB2 and a zdoom map

    After some testing this appears to be a bug with the latest ZDBSP nodebuilder, not with Doom Builder. I have linked your bug report on the ZDoom forum. You can get around this problem by using a different nodebuilder (ZenNode proved to work well).
  18. CodeImp

    Weird bug involving DB2 and a zdoom map

    Bugs should go here, but I've linked this there. I have been able to reproduce the problem, although for me it doesn't start in the sky with no things, but in the void without textures (only HOM) yet the walls seem to block me still. Anyway, I'll have a look at it, thanks.
  19. CodeImp

    DB1 on USB and error52

    Yea I don't care much for DB1 anymore, it is old. It is only still available for download because not everyone has a modern computer. DB1 doesn't do anything in the background, so doubt it suddenly gave you that error out of the blue while you are mapping. You probably tried to save your map? Either way, yes, it may have to do with DB1 being on a USB stick. It was not made to work like that. Make sure you have writing rights to that USB stick, because DB1 saves its settings in its own program directory (regardless where you save your WAD file).
  20. CodeImp

    Having a problem with my map

    Sorry, I don't debug Doom Builder 1 anymore. And when I try doing the same thing with DB2 it works fine for me. :\
  21. CodeImp

    Having a problem with my map

    If you could write clear steps to reproduce, without assuming that we know what you're thinking or doing on your screen, we could try to help. Those responsible for the problem could fix it. If it is a problem with Doom Builder, I will fix it. But before I can do that, I have to see the problem for myself, preferably on my computer.
  22. CodeImp

    Doom Builder 2.1.0 released

    You may have replaced it with an ACC version that does not support -I. Doom Builder needs that to tell the compiler where the files are. This has been implemented in ZDoom's ACC some time ago, so you must use that one. (And because you must use that one, you also must use the -H switch in the parameters if you want Hexen bytecode)
  23. CodeImp

    Doom Builder 2.1.0 released

    I don't understand, Gez's example was pretty clear. Does the -H switch not work for ZDoom's ACC? Have you tried doing it manually to confirm that the compiler actually can create Hexen bytecode? I'll try it myself this evening or tomorrow.
  24. CodeImp

    Having a problem with my map

    That's funny, I've also heard about someone else who's map did funky like this. When he changed nodebuilder, it was fixed. I have updated the shipped nodebuilders with the latest DB2 release, but Zennode didn't have a newer version. Odd stuff. If you can make it reproducable, please provide clear steps to reproduce this so that I can see this myself.
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