sluggard
Formerly "RomioTheBadass"
Yeah, "MapThingNum [Number from 0-4095]" for SOC objects, and... "doomednum = [Number from 0-4095]" or something for Lua objects, I think?
Nevermind, It's $Name .
Yeah, "MapThingNum [Number from 0-4095]" for SOC objects, and... "doomednum = [Number from 0-4095]" or something for Lua objects, I think?
It sounds like your map's blockmap is corrupt. This usually happens when there are other errors in your map, like crossing linedefs or unclosed sectors. If you fix those errors and then rebuild the nodes, the collision should work again.There's some kind of bug, I'm not sure if it's via ZB or SRB2, but sometimes, when you place things on the map... they won't respond. My map is a witness to this. Rings, badniks, monitors.etc. Basically, the things won't interact with Sonic, like they should.
it's how far out you have your skybox and few control sectors that's causing the problems.There's some kind of bug, I'm not sure if it's via ZB or SRB2, but sometimes, when you place things on the map... they won't respond. My map is a witness to this. Rings, badniks, monitors.etc. Basically, the things won't interact with Sonic, like they should.
Fixed. I'll make a release soon that has this and a few other fixes, so you won't have to use workarounds anymore.Bug: Create a linedef, give it type 402 (the linedef executor action "Set Tagged Sector's Light Level"), and then click OK. Edit the same linedef again, and Zone Builder shows an error every time.
I seem to have found a bug, MAINCFG File isn't copied to the new .tmp Test .wad if you try running your map (If your map wadfile has a MAINCFG) before saving it, This means any Weather, Music .. etc map settings require saving the map to test them with the New "Map" changes .
***********SYSTEM INFO***********
OS: Microsoft Windows 7 Professional
GPU: NVIDIA GeForce GTX 960
Zone Builder: v2.4
********EXCEPTION DETAILS********
Object reference not set to an instance of an object.
at CodeImp.DoomBuilder.GZBuilder.Controls.MultiSelectTreeview.SetFocusToNode(TreeNode tn, Boolean visible)
at CodeImp.DoomBuilder.GZBuilder.Controls.MultiSelectTreeview.OnKeyDown(KeyEventArgs e)
at System.Windows.Forms.Control.ProcessKeyEventArgs(Message& m)
at System.Windows.Forms.Control.ProcessKeyMessage(Message& m)
at System.Windows.Forms.Control.WmKeyChar(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.TreeView.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
***********SYSTEM INFO***********
OS: Microsoft® Windows Vista™ Home Premium
GPU: NVIDIA GeForce 6150SE nForce 430
Zone Builder: v2.4
********EXCEPTION DETAILS********
Object reference not set to an instance of an object.
at CodeImp.DoomBuilder.Map.Linedef.SideOfLine(Vector2D p)
at CodeImp.DoomBuilder.VisualModes.VisualMode.DoCulling()
at CodeImp.DoomBuilder.VisualModes.VisualMode.OnProcess(Single deltatime)
at CodeImp.DoomBuilder.BuilderModes.BaseVisualMode.OnProcess(Single deltatime)
at CodeImp.DoomBuilder.Windows.MainForm.processor_Tick(Object sender, EventArgs e)
at System.Windows.Forms.Timer.OnTick(EventArgs e)
at System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
***********SYSTEM INFO***********
OS: Microsoft Windows 10 Home
GPU: Intel(R) HD Graphics
Zone Builder: v2.4
********EXCEPTION DETAILS********
Object reference not set to an instance of an object.
at CodeImp.DoomBuilder.Map.BSP.PointInSubsector(Vector2D p)
at CodeImp.DoomBuilder.Map.BSP.GetSector(Vector2D p)
at CodeImp.DoomBuilder.Map.Thing.DetermineSector(BSP bsp)
at CodeImp.DoomBuilder.BuilderModes.BaseVisualThing.Setup()
at CodeImp.DoomBuilder.BuilderModes.BaseVisualMode.CreateVisualThing(Thing t)
at CodeImp.DoomBuilder.VisualModes.VisualMode.DoCulling()
at CodeImp.DoomBuilder.VisualModes.VisualMode.OnProcess(Single deltatime)
at CodeImp.DoomBuilder.BuilderModes.BaseVisualMode.OnProcess(Single deltatime)
at CodeImp.DoomBuilder.Windows.MainForm.processor_Tick(Object sender, EventArgs e)
at System.Windows.Forms.Timer.OnTick(EventArgs e)
at System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Actually, I think OpenGL displays the grass the same way as Zone Builder does. (Software rendering's grass slope is still the correct way to render it in my opinion, though.) So when Zone Builder renders it wrongly, I know it'll also look wrong in OpenGL mode, so I have to raise or lower either end of the slope by a FracUnit or two to make it look correct. (Which my wanting for even numbers everywhere (OCD?) hates.)3D has problems displaying grass edges on slopes, in game it looks fine, but on the editor it shows up properly on one side of the slope.