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SRB2 Doom Builder
Version: 0, by Oogaland Oogaland is offline
Developer Last Online: Aug 2014

Category: Version: SRB2 Rating: (2 votes - 2.60 average)
Released: 01-18-2006 Last Update: Never Installs: 0

EDIT half a year later:
The most recent version of SRB2 Doom Builder can always be obtained from http://workbench.srb2.org/srb2db/.


If you're using Windows Vista or 7, please read this thread at Doomworld.
---

I've spent some idle moments messing about with the Doom Builder source, with a view to implementing some stuff useful to SRB2 mappers. Mostly bug fixes so far -- like the crash in the texture browser -- but some SRB2-specific stuff should follow soon. I'd appreciate any suggestions you have.

Thanks.

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Old 04-04-2006   #102
Blitzzo
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Well technically, SRB2 is just a largely modified DOOM. :roll:
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Old 04-04-2006   #103
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Yes, but SRB2 wad != Doom wad.
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Old 04-04-2006   #104
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When loading up a new WAD file, do I need to put anything in "Custom Walls and Sprites from File"?
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Old 04-04-2006   #105
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Quote:
Originally Posted by Shuffle
Yes, but SRB2 wad != Doom wad.
Well, no, the WAD format's the exact same, it's just that there are different things that one looks for while the other doesn't/gets confused by.
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Old 04-04-2006   #106
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Are we having a retarded discussion about the technicalities of file formats over a god damned NAMING SCHEME? That's right, we're not anymore. Let's talk about more important things.

Moving on... if you actually mean "Additional textures and flats from wad file", no, you do not need to load any.

And another feature request. Being able to toggle FOFs while in 3D mode, like you can do with things, would be useful, as it can be troublesome to have them visible sometimes.
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Old 04-04-2006   #107
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Quote:
Originally Posted by JJames19119
The thing about DB is that it's picky about what IWAD you try to set it to. Basically, to make it point to srb2.srb instead of srb2.wad, you must click on type "srb2.srb" in the filename box when you're in the srb2 directory searching for the IWAD.
This was never removed and replaced with the ability to search for .srb. It sorta makes it impossible for newbies to use this unless they tried copying the srb2 file as a WAD. (Or worse, RENAMING it to a wad file, thus breaking SRB2 until they make it .srb again.)
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Old 04-04-2006   #108
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when is that save error going to be fixed?
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Old 04-05-2006   #109
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Default More suggestions.

Hi, Oogaland

Here are a couple of things that you could add for the next srb2builder.

1) Could you add a lump manager so I could add, delete, and move lumps?

2) Add a dialog for the old method of scripts so you can select the one that you are working on. (I use it for the level header)

EDIT #1

3) Make a way to create or modify a level header on a map that you made in srb2builder.

If I think of any more, I will add them to the list.

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Old 04-06-2006   #110
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Bug:



The bug disappears if you hover your mouse over any of the items.
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Old 04-06-2006   #111
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ctl + F4? Lol.
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Old 04-06-2006   #112
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Please tell me what good that does aside from inserting whatever's in slot 4 of the quick prefabs.
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Old 04-06-2006   #113
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press it right now. I dare you.
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Old 04-06-2006   #114
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Nice try but it's Alt+F4. All Ctrl+F4 does in IE is open the address bar URL complete.
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Old 04-06-2006   #115
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XD

Well, the misconception was good for a quick laugh.
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Old 04-07-2006   #116
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The Doom builder for SRB2 doesn't work what do I do? :?
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Old 04-07-2006   #117
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I may have the same problem...
In the message boards, go to Archives, then "Texture editing made easy!"
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Old 04-07-2006   #118
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When in 3-D mode, sometimes the FOF's side textures are reversed(from the outside). Hopefully you can fix that. Also, when exiting the FOF edit menu(in 3-D mode), if you dd so by pressing cancel, you lose directional control over the 3-D mode camera. And fo the love of god, could you please remove the mouse cursor from 3D mode?

now, for suggestions. First of all, the find function should include the ability to look for duplicate sectors; sectors with the exact same properties(floor, ceiling, tag, light, textures), for people who want to merge far-off sectors for optimization purposes. Finally, how about being able to alter FOFs in 3D mode without the menu? that is, you could move the whole thing up or down using the wheel when pointed at the side, move the floor of the FOF when pointed at the floor, and ect with the ceiling. Also, it would be nice to be able to allign the textures of FOFs in 3D mode(I know, I know. Altering one texture on an FOF alters all of them. But it needs to fit with the textures of neighboring sectors). Also, it would be very nice if we could create and edit the mapxxD lump while in doombuilder, as opposed to having to go through all the trouble of using lumpmod or XWE to put it in(hopefully the same can be applied to added SOCs).
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Old 04-08-2006   #119
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Some good suggestions, Prime. I'd like to add my own comments to a couple of them.

Quote:
Originally Posted by Prime 2.0
it would be nice to be able to allign the textures of FOFs in 3D mode(I know, I know. Altering one texture on an FOF alters all of them. But it needs to fit with the textures of neighboring sectors).
I talked to AJ a couple years ago about this very subject, and at that point (and still today) nobody had thought of a good way to align textures on 3D floors. I think that would need to be taken care of first, as it is in fact not possible at this point. Unless it is and nobody told me.

Quote:
Originally Posted by Prime 2.0
Also, it would be very nice if we could create and edit the mapxxD lump while in doombuilder, as opposed to having to go through all the trouble of using lumpmod or XWE to put it in(hopefully the same can be applied to added SOCs).
I think you missed the bus on this one. If I'm not mistaken, this feature was in older SRB2 DB builds, but has been removed in favor of using the MAINCFG lump for all of the level headers as opposed to using separate lumps for each map.
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Old 04-08-2006   #120
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Default r9

New build: http://homepages.inf.ed.ac.uk/s05698...er_srb2-r9.zip. For now, I'm just going to post the changelog since it's late and I have to get up tomorrow morning:
Code:
+ Pattern-matching employed on lump names when detecting game config.
! Extended map numbers were handled incorrectly when testing maps.
+ Sector and texture defaults are now applied on a per-wad basis.
+ No-planes flag for FOFs in 3D mode is now accounted for.
+ Changed interface typeface. Not sure whether this is an improvement; feel free
  to let me know what you think.
+ Customisable FOF presets in the FOF editor.
+ Toolbar can be customised, but this isn't saved on exit yet.
+ FOFs can now be pointed at from the side.
! Per-wad defaults weren't initialised for new maps.
+ Sector descriptions: Set in the sector dialogue box, and displayed in a
  tooltip on mouseover.
+ FOF display in 3D mode can now be disabled.
+ Selecting a linedef and then hovering over an adjacent linedef will now show
  the angle they make with one another.
! Autosaving during certain operations caused problems, so we now check the
  mode.
! Crash when finding angles between parallel linedefs.
+ Toolbar buttons for some of the new features.
! Yesterday's angle bugfix wasn't sufficient.
! Dragging sometimes caused crashes. Kludgey fix implemented, but doesn't really
  get to the root of the problem. Yesterday's autosave fix might have done the
  job anyway.
! Multiple MAINCFG lumps were sometimes saved in one wad.
+ MAINCFG reclassified in the config to take advantage of DB's DEHACKED editing
  facilities (PvdH's, not mine!). Renamed Dehacked.cfg to DehackedSRB2.cfg and
  updated it appropriately. It's far from complete, but most of the common stuff
  is in there.
+ FOFs can be created in 3D mode, but the *parent sector* needs to have been
  created in 2D mode, as there's still no way of drawing ordinary sectors in 3D
  mode. To create a FOF, assign a shortcut key to FOF Setup (Tools/
  Configuration/Shortcut Keys), and press it while pointing at the appropriate
  sector in 3D mode.
Thanks again for your feedback -- I'll reply to your individual points in the morning.

EDIT:

Well, it seems it's the morning already. So, some commentary, in a more-or-less desultory fashion:

cmcs21.ocx is CodeSense, which provides the syntax highlighting and so forth in the script editor. It should be packaged with the original DB (though it might not be), but once SRB2DB moves into beta and final versions, for which I'll provide installers, I'll make sure it's included.

The name is something I gave a bit (but admittedly not a lot) of thought to. I appreciate that "SRB2 Doom Builder" is a trifle unwieldy, but I shied away from losing the phrase "Doom Builder" from the title as I didn't feel I'd done enough of my own work to justify doing so.

Lump editing: Although I daresay it could be useful, I have no intentions of implementing a general-purpose lump editor in DB. This is because DB is a map editor, rather than a catch-all wad editor. One tool, one job. We've all seen what happens when word processors dress themselves up as DTP and web-publishing packages: things get bloated, development of the specialised features gets less attention and users get confused and produce second-rate results as they're trying to use the software for something it wasn't really designed to do, all to avoid learning and/or starting another app.

MAPnnD editing: What Tets said. I don't know whether MAPnnD lumps are officially deprecated yet, but MAINCFG does the job nicely and makes for shorter menus.

A little elucidation of this week's changes is, I think, in order:

Code:
Pattern-matching employed on lump names when detecting game config.
This means MR (and indeed any wad that only uses extended map numbers) is detected as an SRB2 wad.

Code:
Sector and texture defaults are now applied on a per-wad basis.
The, erm, default defaults can still be altered from the Configuration dialogue.

Code:
FOF display in 3D mode can now be disabled.
You need to set a shortcut key for this to work. I can't configure default keys yet, since that's achieved by providing a Builder.cfg with the key set, which would clobber all your other existing preferences. Betas/finals will fix this, as they'll be able to live separately from existing installations.

Code:
FOFs can be created in 3D mode.
But, as I mentioned above, you need to have a sector to put them in. I've yet to think of a way of designing an interface that would allow the user to draw sectors in 3D mode that wouldn't feel utterly bizarre. Any ideas?

A small note on bug reporting: To make my life easier, if you experience a crash, could you please post the EIP and the module name and version (all of which the crash dialogue box will tell you if you poke it hard enough). A precise description of what you were doing at the time also helps.

Thanks very much for all your bug reports and suggestions so far.
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Old 04-09-2006   #121
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Yay! thanks Oogaland!
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