Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

CodeImp

Members
  • Content count

    1521
  • Joined

  • Last visited

Everything posted by CodeImp

  1. CodeImp

    Doom Builder 2.1.0 released

    I have no idea what you are talking about. Such thing never happened to me. Maybe try a different nodebuilder?
  2. CodeImp

    Doom Builder 2.1.0 released

    If you read the above, you see that it is a bug in my configurations. And Gez just posted a temporary fix for it that should produce vanilla Hexen bytecode. I have already committed a special Hexen Script Configuration that does this by default for the vanilla Hexen Game Configuration. With the next version: if you choose the right configuration, it compiles the right bytecode.
  3. CodeImp

    Doom Builder 2.1.0 released

    Oh, yes you're right, the old Hexen ACC doesn't work in DB because it has no support for include directories. I should remove it's compiler directory and files altogether. Maybe I disabled it on purpose because of that and pointed it to the ZDoom ACC. Good point, yea do what Gez says for vanilla Hexen.
  4. CodeImp

    Doom Builder 2.1.0 released

    I want to keep the user interface clear of any options that a "normal" user doesn't really need. For advanced users there are configurations to make/modify. A short clarification on what's behind a Game Configuration: The Game Configuration defines that lumps that belong to the map. One of these lumps is SCRIPTS which can be edited with the script editor so it has a line saying, for example:script = "ZDoom_ACS.cfg"This tells DB to use that specific Script Configuration to set up the script editor to edit this lump. You can find this configuration in the Scripting subdirectory. Aside from a whole lot of syntax highlighting and intellisense information, the Script Configuration also specifies the compiler to use, and also the parameters for the compiler.compiler = "zdoom_acc"; parameters = "-I "%PT" -I "%PS" %FI %FO";The Compiler Configurations can be found in one of the Compiler subdirectories, which have the required files to compile, but you don't need to edit that for just your need (the parameters). Just edit the line in the Script Configuration to set your parameters. Now, I'm not sure if the vanilla Hexen compiler that is with DB2 works (long time ago since I tried that), but you can use it in place of the ZDoom one by just setting the 'compiler' setting to 'hexen_acc' which points to the configuration in the Compilers\Hexen subdirectory (see acc.cfg for the 'hexen_acc' structure).
  5. CodeImp

    Doom Builder 2.1.0 released

    This is nobody's job, lets get that straight before hobbs comes in to tell me how to do my job. I see I have the Hexen compiler shipped with DB2 but missing a configuration that makes it work. I'll see to it that it gets fixed.
  6. CodeImp

    Doom Builder 2.1.0 released

    Make sure whatever.acs is in the same directory where you .wad file is that you are editing. I will add support for custom include directories later.
  7. CodeImp

    Doom Builder 2.1.0 released

    I have uploaded my Comments Panel plugin and Boris' Stair Builder plugin to the website: http://doombuilder.com/index.php?p=plugins More plugins to come!
  8. CodeImp

    r1324 Not Compiling

    Sorry, I forgot to commit that file. It is fixed now.
  9. CodeImp

    Unwanted Sky Wall

    Drawing a line where the sector is missing a line may fix it. You can also use the Make Sector mode to click on the broken sector. How to fix it kind of depends on how it is broken. Try and learn :)
  10. CodeImp

    USDF Changes

    A small issue that I'm sure you can easily fix; In the USDF specs it says the map lump for UDMF is named "DIALOG", but in the ZDoom UDMF specs it says the lump is named "DIALOGUE". That's not going to work. I don't mind which of the two it will be, but they have to be the same. You fight over it ;)
  11. CodeImp

    UDMF utility beta testing

    Completely missed this topic! This is a good utility. What is its current status? And can you host it in a more reliable place than this file upload website? I'm willing to add this on the Utilities page if you can find a better host.
  12. CodeImp

    Risen3D v2.2.08 released

    Fix your links :P
  13. CodeImp

    Stronghold: On the Edge of Chaos released

    I really like this, great work guys!
  14. CodeImp

    D00M Box Art Tattoo (Updated 8 Sep 2010)

    I'm not one for tattoos, but that looks really cool! Also bonus points for the Fifth Element poster :P
  15. CodeImp

    R_FlatNumForName: not found

    Doom Builder 2 just has no check for unknown flats. But it also does NOT let you 'delete' a flat like you can delete a texture from a wall (which sets it to '-'). You must have typed the '-' yourself. I shall add a check for unknown flat names to Doom Builder for the next release.
  16. CodeImp

    ZDoom 2.5.0/GZDoom 1.5.0

    Big thumbs up from me! Good work.
  17. CodeImp

    OK... I need an editor.

    Sorry, communication failures just piss me off, especially when I try to be forthcoming in thinking about implementing alternate ways to draw a map. Pressing Insert doesn't answer my question above; What does it mean to creating sectors manually? How is that different from drawing a sector with lines?
  18. CodeImp

    OK... I need an editor.

    What does it DO? You can save me (us?) all the trouble of getting the editor, installing it and trying this, but no. Or did I misunderstand? Does pressing Insert instantly create a whole sector the way you want, perfectly aligned and with the perfect shape you have in mind? Please give a straight answer and don't leave out the ??? before the Profit!
  19. CodeImp

    OK... I need an editor.

    What do you exactly mean by creating sectors manually? How is drawing a new sector using lines not creating it manually?!
  20. CodeImp

    Pending UDMF Revisions

    Actually, that is not the problem at all. The .NET framework is very "cross-platform" (is that a state?) as long as you don't use anything from the Microsoft.Windows extension. Unfortunately DB2 uses Microsoft Windows stuff and also DirectX, so those are the hard part. I have successfully written a complete game server (console application, doesn't use Microsoft.Windows) that runs both on Windows and on Linux using Mono.
  21. CodeImp

    Pending UDMF Revisions

    Yea you're right, I read that here also: http://stackoverflow.com/questions/417568/float-vs-double-performance Still though, it is double the memory and that may also cost you performance (more data to copy and less optimal cache use).
  22. CodeImp

    Pending UDMF Revisions

    If that's true, then that is a bug in the ZDoom engine and they should fix it. If for some technical reason it simply can't support more accurate coordinates, then the engine itself should be smart enough to round the numbers when it loads the map.
  23. CodeImp

    Pending UDMF Revisions

    It only decays to the editor with the lowest accuracy. It is not as if it keeps decaying, it just happens once and sticks to that accuracy when you use an editor that has lower accuracy. No matter how many times you open and close the map.
  24. CodeImp

    Pending UDMF Revisions

    I think you missed my point. I don't think it is right, with a standard such as this, to say "hey let's make it very complex, because the function X in language Y that I use can also read that". Someone else that is to implement this standard and is not using function X in language Y will be forced to write a bunch of code for no good reason. We solve no problems by doing this. Double the processing time (except on a 64 bit CPU, but 32 bit CPUs are still the most common) and double the memory.
  25. CodeImp

    Pending UDMF Revisions

    Sorry for my absence lately, I seem to have caught a contagious illness called 'MMORPG addiction' :P No I just like to do other things right now (yes, one of them is playing Eve Online) but I haven't totally given up Doom Builder (yet). So, on to the subject from my point of view; Regarding the escape characters: DB already handles and outputs \r \t and \n, and I would not have a problem adding support for \x##. Regarding the floating point notations: Why make it more complicated than needed when it doesn't really add anything or solve any problem? Yea 'strtod' may be able to handle 10 different notations, but I'm not using 'strtod' so I would have to write the decryption for these notations. So unless we're in deep shit and this solves all our problems, I say no thanks ;) Regarding floating point accuracy: Currently my UDMF writer outputs floating points up to 3 decimals accuracy (rounded). I'm not sure if this is a real problem, it just sounded to me as enough accuracy you may ever need when placing vertices, but I can increase this if deemed needed. DB internally uses 32 bit IEEE floats for everything. Personally I don't care for any more accuracy and don't think any mapper would really care for more. No, it keeps all the fields and allows the user to edit all of them. It just doesn't know what it means so it can't provide any tools to make working with that field any easier. A plugin could do that though. I hope I addressed all points, it was a little hard to gather the right information from this thread, so repeat it please when I missed it.
×