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Zone Builder v2.8 - Map editor for SRB2 Details »»
Zone Builder v2.8 - Map editor for SRB2
Version: 2.8, by MascaraSnake (aka SpiritCrusher) MascaraSnake is offline
Developer Last Online: Jun 2018

Category: Version: SRB2 Rating: (18 votes - 4.94 average)
Released: 01-05-2016 Last Update: 01-30-2016 Installs: 16
Additional Software



Zone Builder is a new map editor designed specifically for SRB2. While there have been map editors for SRB2 before, they're all outdated, buggy and abandoned by now - making you jump through hoops to get things done. Hopefully, this stops today. Zone Builder is based on the actively developed GZDoom Builder editor (itself a comprehensive update of Doom Builder 2), and with significant care put into its development even before the first release, the intent is to make sure you never want to reach for another level editor again.

Features inherited from Doom Builder 2/GZDoom Builder
If you haven't used Doom Builder 2 or GZDoom Builder before, here are a few of the features that will be new to you:
  • Unlike in the old (SRB2) Doom Builder, level geometry will rarely if ever break if you copypaste it around or draw linedefs through existing geometry. New vertices will be added and sector references corrected so that everything stays intact.
  • In the regular 2D view, the floor textures of the sectors are overlaid over the map (you can also change this to show the ceiling textures or the brightness levels instead). Likewise, the real sprites of the Things in the map are shown.
  • When you hover over a control linedef or its tagged sector, an arrow will show up that shows their connection. In Sectors Mode, the sector tags are also shown inside the sectors.
  • There are several drawing modes that allow you to easily draw generic shapes like rectangles, curves and circles.
  • When creating a new linedef, its length and angle will always be visible on screen - so you don't have to play around with your viewpoint to get the whole picture.
  • You can have Things selected together with other level geometry at the same time. Just switch to another editing mode after making your selection and it will still be active. You can then move, resize, rotate and flip these selections all at once by pressing E to open Edit Selection Mode. Pressing C clears your selection.
  • There's a Nodes Viewer mode that allows you to view the data generated by the nodebuilder (pretty useless, but cool to play around with).


SRB2-specific features
A lot of effort has been put into 3D mode so let's list the SRB2 features which now work in it as they do in-game (features in bold have never been handled properly in a SRB2 map editor before, and those that have are handled with significantly more polish):
  • Slopes
  • FOFs (now with translucency and shadows where applicable; linedef flags that modify the appearance of FOFs are also recognized)
  • Z position handling of things (now properly clamped between 0 and 4095 at all times)
  • Things that float when given the Ambush flag are displayed as such
  • Things with the Flip flag are properly flipped
  • Repeating midtextures
  • Translucent midtextures
  • Texture alignment for FOFs is displayed correctly and can be edited in 3D mode like with any other wall
  • Flat alignment
  • Colormaps (incomplete: currently rendered at full intensity regardless of the specified alpha value)
  • Skies are rendered in 3D mode
Outside of 3D mode, notable features include the addition of a Flags Value field for all Things, so you don't have to go counting up the checkboxes and multiply the Z value by 16 each time you want to do something with a nonstandard use of flags, as well as a field for displaying and editing the Parameter value of a Thing, for the few Thing types that use it.

As you may remember, SRB2 Doom Builder had the ability to rename the Ambush flag for Thing types where it has a special significance, i.e. displaying "Float" instead of "Ambush" for rings. Workbench expanded that to the Special flag. Zone Builder is the first editor where every relevant Thing and linedef property can be renamed, including all flags, the flags value field and the Angle field. Hopefully this will make it easier to set up special effects without having to look up which field does what on the Wiki all the time.



For the few members of our community who also enjoy modding Doom and its many source ports, Zone Builder is almost* a functional superset of GZDoom Builder and as such comes packaged with all of the default Doom, Chex Quest, Strife and Hexen configuration files to map with to your heart's content (disabled by default, though, because we know what most of you are here for if you really want to play, go delving into the Game Configurations menu in Tools).

*The editor does not have any SRB2-specific behavior when working on Doom maps, but there was one feature removal for all map types. Rest in pieces, "Bridge Mode". You shall not be missed.

Releases

03/12/2017 - v2.8 - Two bugfixes
Spoiler: Changelog
  • Bugfix: Linedef flag settings are no longer lost when copypasting linedefs.
  • Bugfix: Fixed a crash in the Tag Statistics window if you remove a tag label.


03/11/2017 - v2.7 - A bunch of stuff that has been sitting around for way too long
Spoiler: Changelog
  • Added feature: Added texture filters for SRB2's default textures (thanks a bunch to TehRealSalt!).
  • Added feature: Colormaps and FOFs with tag 65535 (global) are now displayed in Visual Mode.
  • Added feature: PK3s are now supported. ZB looks for patches in the directories "patches", "textures", "flats", "sprites" and "graphics". It also reads custom Thing definitions from SOCs (in the "socs" directory) and Lua scripts (in the "lua" directory). Right now PK3 support is irrelevant for you, dear v2.1 user, but come v2.2 this will be quite useful.
  • Added feature: You can now specify a category for custom Things with the $Category keyword. It works just like $Name and $Sprite.
  • Changed behavior: The custom Thing definition parser no longer throws an error when it can't read a single value. Instead, it throws a warning and continues parsing the rest of the file.
  • Added feature: The custom Thing definition parser can now read addition in a very limited manner, so stuff like "16*FRACUNIT + 32768" will no longer throw an error.
  • Added feature: The custom Thing definition parser now recognizes -- comments in Lua files.
  • Added feature: The custom Thing definition parser now recognizes the flags MF_SOLID and MF_SPAWNCEILING. In particular, this means that Things with the MF_SPAWNCEILING flag are now displayed properly in 3D mode.
  • Added feature: Added a nodebuilder configuration for normal ZenNode without REJECT. This might be useful for test builds on very large and complex maps, where ZenNode's fast setting produces errors.
  • Bugfix: ZWADs are now rejected with an error message instead of crashing the program.
  • Added feature: Added an option to disable the crosshair in 2D view.
  • Bugfix: Fixed a bunch of typos in the config.
  • Changed behavior: Changed the names of a few specials in the config that were bothering me. For example, monitors are now listed under "Monitors" instead of "Item boxes".


28/01/2017 - v2.6 - SRB2 Top Down config and bugfixes
Spoiler: Changelog
  • Added feature: Added the configuration file for SRB2 Top Down. It's enabled by default in new installations, but if you updated an existing installation, you have to enable it manually under Tools -> Game Configurations.
  • Bugfix: When changing the offsets of a linedef with a repeating middle texture (either manually or with the auto-alignment tool), the multiples of 4096 that control how often the texture is repeated are no longer cut off.
  • Bugfix: ZB no longer crashes if the loaded files contain multiple SOC/Lua lumps with the same name - it simply ignores all duplicates and prints a warning in the console.
  • Bugfix: "Slope backside" linedef types with the No Knuckles flag now use the offsets of the back sidedef as they should, instead of the front sidedef.
  • Bugfix: Thing angles outside of 0-359 are now recognized in Find/Replace mode.
  • Bugfix: The ROIH and ROII versions of the Bustable Block Sprite Parameter sector types are no longer mixed up.


17/09/2016 - v2.5 - Updates for 2.1.16 and bugfixes
Spoiler: Changelog
  • Added feature: Various minor updates for 2.1.16, such as updating the Lua syntax highlighting and adding new slope-related linedef types and flags to the config.
  • Changed behavior: Adapted the pegging behavior for lower textures with the Lower Unpegged flag, which was changed in 2.1.15.
  • Bugfix: Fixed two issues with the Lua parser's $Name parameter: Spaces are now accepted in the name and there's no longer a ] at the end of every name.
  • Bugfix: Fixed some issues with the skewing of upper textures on slopes.
  • Bugfix: Colormap is now applied correctly to flipped Things.
  • Bugfix: Indefinitely tiled middle textures with a vertical offset are now displayed correctly in 3D mode.
  • Bugfix: Fixed a crash when creating a custom FOF with an invalid back upper texture.
  • Bugfix: Fixed a crash when opening the edit window for a linedef with action 402 (aka the weirdest bug ever).
  • Bugfix: Fixed some description errors with linedef type 414 in the config.
  • Bugfix: Fixed several crashes in the Choose Thing Type window that happened when pressing certain keys while no Thing is selected.
  • Bugfix: Thing angles outside of 0-359 are now preserved when copypasting or placing new Things.
  • Bugfix: The BLOCKMAP and REJECT lumps are now deleted before nodebuilding to prevent outdated data from being loaded in-game and messing everything up.


24/05/2016 - v2.4 - Updates for 2.1.15
Spoiler: Changelog
  • Added feature: Various minor updates for 2.1.15, such as updating the Lua/SOC syntax highlighting and removing the "+ Slopes" from the config name
  • Added feature: Colormap rendering can now be disabled in Visual Mode by pressing Alt+C.
  • Added feature: You can now supply a name to be displayed in the editor for custom Things. This is done with the $Name parameter; the syntax is the same as for $Sprite.
  • Added feature: Updated the codebase to revision 2501 of GZDoom Builder, so now I'm only 135 revisions behind instead of 144. :X


06/04/2016 - v2.3 - Lua and SOC support in the script editor, custom Things supports

Spoiler: Changelog
  • Added feature: The script editor now supports Lua and SOC scripts, with syntax highlighting and autocompletion. It will automatically open tabs for all SOC_ and LUA_ lumps in the currently loaded file, as well as for the MAINCFG and OBJCTCFG lumps (even if they don't exist yet). You can also create and edit standalone SOC and Lua files, but you can't add new script lumps to existing WADs (except for MAINCFG and OBJCTCFG in the currently loaded file), because Zone Builder isn't a lump editor and I don't plan for it to become one.
  • Added feature: Zone Builder now automatically searches all Lua and SOC scripts in the currently loaded files for custom Thing definitions. These custom Things are then recognized by the editor and added to the list of Things. You can set the sprite that the editor displays for a custom Thing with a special comment; look here for an explanation.
  • Added feature: You can now assign shortcuts for increasing/decreasing the number of Things and the radius in Insert Things Radially Mode. If you're updating from a previous version, you may have to set the shortcuts yourself, otherwise the default values are Ctrl+ScrollUp/ScrollDown for Increase/Decrease Number of Things and Shift+ScrollUp/ScrollDown for Increase/Decrease Radius.
  • Bugfix: When testing a map, the temp file that contains potentially unsaved changes is no longer loaded if it's identical to an already loaded file. This was changed because SRB2 is stupid and refuses to start if it loads two identical files.
  • Bugfix: Fixed a bug that caused offsets to be incorrectly applied to middle textures.


01/03/2016 - v2.2 - Texture skewing, Parameter, Insert Things Radially

Spoiler: Changelog
  • Added feature: Added support for texture skewing in 3D mode. If you're asking yourself "What's texture skewing?", see https://wiki.srb2.org/wiki/Slope#Texture_skewing for an explanation.
  • Added feature: The Parameter property of Thing types is now recognized and can be edited in the Thing edit form. Things with the same type but a different parameter value are now recognized as having the same type.
  • Added feature: Added Insert Things Radially Mode, which allows you to place a circle of Things in the map (useful for NiGHTS mapping).
  • Changed behavior: When testing a map with unsaved changes, the game now loads the unsaved changes as well. If you have already set up a testing configuration, you will have to edit it for this to work: In the Testing tab of the Game Configurations window, check the "Customize parameters" box. In the Parameters field, add "%F" (with quotes) after -file "%AP".
  • Changed behavior: Disabled the Visplane Explorer by default since it's useless for SRB2 and prone to crashes. You can re-enable it under Game Configurations -> Modes if you like crashes.


01/02/2016 - v2.1 - Bugfixes
Spoiler: Changelog
  • Bugfix: Creating and copypasting certain FOF control linedefs no longer crashes the editor.
  • Bugfix: The nodebuilder is no longer invoked twice when entering 3D mode.
  • Bugfix: Due to an oversight, the nodebuilder was called with the "Save" settings rather than the "Test" settings when entering 3D mode, which took much longer. This is now fixed.
  • Bugfix: Entering 3D mode in a map with invalid nodebuilder data (for example a map with only one sector) no longer crashes the editor.


30/01/2016 - v2.0 - Skies, NiGHTS path, customizable Thing/linedef field descriptions, and lots more

Spoiler: Changelog
  • Added feature: Added an option to extend the crosshair in classic modes to the map boundaries.
  • Added feature: The NiGHTS path (i.e. axis transfer lines and circles around axes) is now drawn on the map.
    • Each mare is drawn in a different color; the colors are configurable under Preferences.
    • There's a toolbar button for toggling NiGHTS path drawing, which you can bind to a key if you want.
    • The precision with which the circles are drawn is configurable under Preferences.
  • Added feature: Special Z position handling for NiGHTS item circles, axes and hoops in 3D mode.
  • Added feature: The Flags value field for Things is now directly writeable (instead of having to manipulate flags and height seperately).
  • Added feature: The game configuration now handles many game-dependent things, including the following:
    • Marking slope/FOF linedef types and setting their properties.
    • FOFs that change their properties when certain flags are checked are now always displayed correctly.
    • The descriptions for linedef/Thing flags are renamed for linedef/Thing types where they have special significance. For example, the "Ambush" flag is renamed to "Float" for rings.
    • For Things, the flags value and Angle description are also renamed where they have a special significance. For example, the Angle box is renamed to "Tag" for the slope vertex Thing.
    • Thing types that float when given the Ambush flag are marked in the config and displayed as such in 3D mode.
    • Thing types that ignore the Flip flag are marked in the config and displayed as such in 3D mode.
  • Added feature: FOFs in 3D mode now support rendering planes and sides seperately.
  • Added feature: Skies are now rendered in 3D mode, which can be toggled on and off.
  • Added feature: The "Peg Midtextures" flag (see changed behaviour) is now recognised in 3D mode.
  • Added feature: In the Testing tab of the Game Configurations menu, the skill level option has been replaced with skin and gametype option for SRB2 configurations.
  • Added feature: Updated the codebase to revision 2492 of GZDoom Builder. Besides skies, the most notable addition on the GZDB side is that Find/Replace mode now allows you to search for floor and ceiling flats.
  • Changed behaviour: The minimum segment length for the Draw Curve tool is now 1.
  • Changed behaviour: Changed the "About Zone Builder" icon.
  • Changed behaviour: Changed the uninstaller icon.
  • Changed behaviour: Visplane Explorer is now available for SRB2 maps.
  • Changed behaviour: "Copy Properties" tool is now available for SRB2 maps.
  • Changed behaviour: The default texture for SRB2 maps is now "GFZROCK", the default flats are "GFZFLR01" and "F_SKY1".
  • Changed behaviour: Updated the default flag names for Effects 1-5 to reflect their usage in the Public Next SRB2 repository.
  • Bugfix: Prevented negative Thing heights for SRB2 maps (rollover led to them being extremely far off the ground in-game despite rendering properly in the editor).
  • Bugfix: Raised maximum number of segs from 32767 (signed 16-bit) to 65535 (unsigned 16-bit), like it is in SRB2 (as a result, large maps no longer crash Visual Mode).
  • Bugfix: Lumps in the same WAD file are not autocapitalised when saving a map (for those of you who want to recreate 1.09.4 and bundle terrible characters with your level packs).
  • Bugfix: Now handles patch offsets properly (they are signed 16 bit integers, not 32 bit - someone messed up when defining the ACZ sky...).
  • Bugfix: Removed the updater from new installs (my apologies to those who were curious and clicked on it - ending up with the latest version of GZDoom Builder instead of Zone Builder)


10/01/2016 - v1.1 - Mostly bugfixes and minor changes

Spoiler: Changelog
  • Added feature: .srb files are shown directly in the assets file picker, so you don't have to change the filter anymore to see them.
  • Added feature: Added an "All Files" filter to the level and assets file pickers.
  • Added feature: The number of maximum backup files is now configurable under Preferences -> Interface.
  • Changed behavior: Slope vertices are now rendered so that their center intersects with the slope, rather than the bottom.
  • Changed behavior: The selection isn't automatically cleared anymore in Visual Mode by default. You can re-enable this setting under Preferences -> Editing.
  • Changed behavior: Linedef angles are now displayed like in SRB2 (0 degrees means the linedef goes from west to east).
  • Bugfix: Vertex slopes are now always displayed correctly in Visual Mode. Unfortunately, this means that the nodebuilder is now run every time you enter Visual Mode with unsaved changes. It normally shouldn't take more than a few seconds even on large maps, but if you have issues with it, go to Preferences -> Editing and check "Use blockmap instead of nodes in Visual Mode". Note that this may cause some vertex-based slopes to be displayed incorrectly.
  • Bugfix: Fixed an issue with repeating middle textures sometimes being displayed incorrectly.
  • Bugfix: The orientation of rotated flats is now displayed correctly.


05/01/2016 - v1.0 - Initial release

Installing Zone Builder
Just download the installer in the attachment below and run it. It will take care of all the necessary dependencies. On the off chance that something goes wrong, here's what you need:
  • Microsoft Visual C++ 2008 SP1 Redistributable Package (x86) (required only by the Nodes Viewer plugin)
  • Microsoft .Net Framework 3.5
  • DirectX 9.0 Runtime
After installing, you need to point Zone Builder to SRB2's IWAD and executable. For that, go to Tools -> Game Configurations in the menu bar and select "Sonic Robo Blast 2 - 2.1". In the Resources tab, click Add resource... and the folder symbol in the window that pops up to select the IWAD. Navigate to your SRB2 folder and select "srb2.srb". Then, in the Testing tab, select SRB2 as your application. After that, you're good to go!

If you have trouble mapping with this editor, have a look at the Zone Builder tutorial on the Wiki, which explains the basics of mapping with Zone Builder. If you want to keep up with development, look at which new features are currently prioritized or just want to see the source code for yourself, here's where you'll find the Git repository and issue tracker.

If you have any further questions, please ask in #srb2fun or as a reply to this thread. Happy mapping!

Download Now

File Type: zip Zone Builder Setup.zip (17.32 MB, 1992 views)

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Comments
Old 03-19-2016   #122
glaber
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Except that it's not aligning them properly at all as these results are showing (unspoiled as I don't think you looked)

Actualy I can't even tell what line they're trying to align with anymore.
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Old 03-19-2016   #123
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I did look. It's just that I was confused by your explanation, which made it sound like the problem is that it's trying to align them at all, not that it's doing it wrong. Anyway, in order to debug this, I need the map in question.
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Old 03-19-2016   #124
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How do you rotate and resize the sector/line? (Line is because I 'grab' the lines of the sector rather going to Sector Mode and click on it.)

Last edited by Phantom-blade; 03-19-2016 at 11:17 AM.
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Old 03-19-2016   #125
RomioTheBadass
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Quote:
Originally Posted by Phantom-blade View Post
How do you rotate and resize the sector/line?
You cannot, instead you can "curve" linedefs .
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Old 03-19-2016   #126
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Romio is incorrect. When you have stuff selected, press the E key on your keyboard - this is Edit mode. Drag on the handles to manipulate it by scale and rotation, or open the panel on the very right of the Zone Builder window and manipulate the numbers there for more precise scaling. Pressing the E key takes you out of this mode when you are done.
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Old 03-19-2016   #127
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Quote:
Originally Posted by MascaraSnake View Post
I did look. It's just that I was confused by your explanation, which made it sound like the problem is that it's trying to align them at all, not that it's doing it wrong. Anyway, in order to debug this, I need the map in question.
The map in question is map B1 from SRB2 the Past. I'll Isolate the map for this.

EDIT
here's the map: https://www.dropbox.com/s/g1fsj4r4y0...Fact2.wad?dl=0
I included the last good edit from the current version as map B2 and the version affected by Zone Builder as map B1
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Last edited by glaber; 03-19-2016 at 02:30 PM.
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Old 03-19-2016   #128
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Quote:
Originally Posted by toaster View Post
Romio is incorrect. When you have stuff selected, press the E key on your keyboard - this is Edit mode. Drag on the handles to manipulate it by scale and rotation, or open the panel on the very right of the Zone Builder window and manipulate the numbers there for more precise scaling. Pressing the E key takes you out of this mode when you are done.
Wow, i didn't realize that, it would be really useful in future .
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Old 04-04-2016   #129
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For some reason, ZB sometimes makes things go in mid-air instead of touching the ground like they should when I want them to. Badniks, Decorations... you name it, it makes that float. I can't undo/redo or edit the height to fix it either.
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Old 04-04-2016   #130
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Quote:
Originally Posted by Hedgefox View Post
For some reason, ZB sometimes makes things go in mid-air instead of touching the ground like they should when I want them to. Badniks, Decorations... you name it, it makes that float. I can't undo/redo or edit the height to fix it either.
Have a look at there heights individually. Usually it will copy the same object you used previously.
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Old 04-05-2016   #131
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I promised a mapping tutorial for Zone Builder, and here it is! It's based on the old SRB2DB tutorial, but it also explains a few of ZB's more advanced features. It still needs more images (as always), but text-wise it's finished. For future releases, I plan to get the in-editor manual up to shape, so you can look up how specific features work without the Wiki.
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Old 04-06-2016   #132
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v2.3 has been released!

The main focus of this release is script support: You can now edit SOC and Lua scripts in the script editor. All script lumps in the currently opened file are automatically opened in the script editor, as well as the MAINCFG and OBJCTCFG lumps (even if they don't yet exist). You can't add new lumps to the file though, because this isn't a lump editor. :P

The other big new feature is that Zone Builder now automatically recognizes custom Things that are defined in the Lua and SOC scripts of the currently loaded files. These custom Things are added to the list of Things so you can easily place them in the editor. By default, custom Things will show the "unknown sprite" graphic, but you can specify a real sprite with a special comment in the script itself:

For SOC lumps, add "#$Sprite <name>" as a line anywhere in the object type definition, where <name> is the lump name of the sprite you want to be displayed. The sprite can be located in the IWAD or any of the currently loaded files. Likewise, add "$Name <name>" to supply your own name for the object. Otherwise, it will be listed under the internal MT_ name. Here's an example:

Code:
Object MT_EXAMPLE
#$Name Example object
#$Sprite CUSTA3A7
MapThingNum = 1234
SpawnState = S_PLAY_STND
SpawnHealth = 1
SeeState = S_PLAY_RUN1
SeeSound = sfx_None
ReactionTime = 0
AttackSound = sfx_thok
PainState = S_PLAY_PAIN
PainChance = MT_THOK
PainSound = sfx_None
MeleeState = S_NULL
MissileState = S_PLAY_ATK1
DeathState = S_PLAY_DIE
XDeathState = S_NULL
DeathSound = sfx_None
Speed = 1
Radius = 16*FRACUNIT
Height = 48*FRACUNIT
DispOffset = 0
Mass = 1000
Damage = MT_THOK
ActiveSound = sfx_None
Flags = MF_SOLID|MF_SHOOTABLE
RaiseState = MT_THOK
For Lua lumps it's pretty much the same, except the lines are "//$Sprite <name>" and "//$Name <name>". Here's an example:

Code:
mobjinfo[MT_EXAMPLE] = 
	//$Sprite CUSTA3A7
        //$Name Example object
        doomednum = 1234,
        spawnstate = S_PLAY_STND,
        spawnhealth = 1,
        seestate = S_PLAY_RUN1,
        seesound = sfx_None,
        reactiontime = 0,
        attacksound = sfx_thok,
        painstate = S_PLAY_PAIN,
        painchance = MT_THOK,
        painsound = sfx_None,
        meleestate = S_NULL,
        missilestate = S_PLAY_ATK1,
        deathstate = S_PLAY_DIE,
        xdeathstate = S_NULL,
        deathsound = sfx_None,
        speed = 1,
        radius = 16*FRACUNIT,
        height = 48*FRACUNIT,
        dispoffset = 0,
        mass = 1000,
        damage = MT_THOK,
        activesound = sfx_None,
        flags = MF_SOLID|MF_SHOOTABLE,
        raisestate = MT_THOK
}
A few words of warning about this feature: The parsers I wrote for this are very rudimentary. I can't guarantee that they will accept every valid script and reject every invalid script. If you do unorthodox stuff in your object definitions, Zone Builder may fail to read them. If you have errors in parts of the scripts that aren't read by the parsers, Zone Builder will recognize them as valid even though SRB2 won't. I consider these parsers a luxury feature and I don't intend to support all the intricacies of these scripting languages, especially Lua. Feel free to report issues to me, but please be aware that I might not be able to fix all of them.

Here are a few known limitations of the custom Thing parsers:
  • Only long-form object definitions like the example above are recognized in Lua scripts. Short-form definitions where the parameter names are omitted aren't recognized.
  • The editor won't recognize statements that modify only a single entry of an already existing object type entry, e.g. "mobjinfo[MT_EXAMPLE].doomednum = -1".
  • Arithmetic operations aren't supported, except for multiplications with FRACUNIT in the Radius and Height fields.
  • The parsers don't check if you defined freeslots for your custom objects, so if your objects show up in Zone Builder but not in SRB2, that might be a reason.

Last edited by MascaraSnake; 05-24-2016 at 04:49 PM.
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Old 04-07-2016   #133
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Oh boy. Another update that surpasses the current version of the main game. Time for me to learn lua scripting! I been meaning to get to it now that ZB 2.3 has a lua scripter
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Old 04-07-2016   #134
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Quote:
Originally Posted by MK.exe View Post
I been meaning to get to it now that ZB 2.3 has a lua scripter
While I haven't tried Zone Builder version 2.3 (nor even 2.2) yet, I'll be very surprised if it can handle editing Lua scripts in any other way than just as a simple text editor. You're likely much better off using Slade3 or something (although it's nice if you want to just tweak a line or two of Lua), especially considering "You can't add new lumps to the file though, because this isn't a lump editor".

Edit: ...Oh. Oops. Apparently, according to the change-log in the opening post, there IS syntax highlighting. (I didn't know, as comment #133 didn't mention it, I didn't try it, and I forgot to read the change-log in the opening post.) My bad.

Last edited by Zwip-Zwap Zapony; 04-11-2016 at 03:25 PM.
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Old 04-07-2016   #135
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Quote:
Originally Posted by Zwip-Zwap Zapony View Post
You're likely much better off using Slade3 or something (although it's nice if you want to just tweak a line or two of Lua), especially considering "You can't add new lumps to the file though, because this isn't a lump editor".
I have Slade3 but i didn't know it could be used for making Lua scripts. On the plus side, if anything occurs i can just report it here so it can get fixed
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Old 05-09-2016   #136
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is there any documentation on how to use the different slope types?
I've figured out one type, but I can't figure out the vertex type.
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Old 05-09-2016   #137
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Quote:
Originally Posted by glaber View Post
is there any documentation on how to use the different slope types?
I've figured out one type, but I can't figure out the vertex type.
Try looking here?: https://wiki.srb2.org/wiki/Slope#Vertex_slopes
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Old 05-09-2016   #138
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I didn't even know the page existed. when ever I looked before in the last few months, I got a page for an exe mod's slopes
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Old 05-24-2016   #139
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Bug report: ZB disallows negative numbers for tags, which matters since a tag of -1 supposedly applies an effect to the entire map.

EDIT: Tagging it as 65535 has the same effect, though. Of course it does
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Last edited by Ritz; 05-24-2016 at 04:08 AM.
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Old 05-24-2016   #140
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Zone Builder v2.4 is out! Only very little has changed, but I wanted to update a few minor things for 2.1.15, so there you are. As usual, see the first post for a changelog.
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Old 05-24-2016   #141
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Alright. We got $Sprite and $Name for custom Things. Though... Can we expect $Extra, $Flip, $Special, $Ambush, and/or $Angle in the future? (Those are very much completely optional, and one can most likely remember what those things will do for various custom objects one may use, especially if one makes the custom object oneself.) Regardless of whether we get those or not, the custom Thing support is still god-like, with sprites and also names now. Nice work. Very nice work.
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