Yo Mascara Snake, how do you actually make the slopes on the editor?
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Yo Mascara Snake, how do you actually make the slopes on the editor?
There are members of the devteam who are using computers made in 2003 that are still able to run Zone Builder with zero problem.
This suggests to me your hardware is likely from before the turn of the century and should be replaced as soon as possible.
help they're deafening me simply by existing
No. The software renderer doesn't use your graphics card at all and the OpenGL is ancient, so it will work on ancient hardware.Will Srb2 version 2.2 require me to have Shader Model 2.0 to play it?
Yes, but the slopes won't be displayed in 3D mode.And I can use Srb2 Doom builder for slopemaking when 2.2 is out right?
help they're deafening me simply by existing
***********SYSTEM INFO***********
OS: Microsoft Windows 7 Professional
GPU: NVIDIA GeForce GTX 960
Zone Builder: v2.1
********EXCEPTION DETAILS********
Error 32 while loading vpo.dll: The process cannot access the file because it is being used by another process
at CodeImp.DoomBuilder.Plugins.VisplaneExplorer.VPOManager..ctor()
at CodeImp.DoomBuilder.Plugins.VisplaneExplorer.BuilderPlug.OnMapOpenEnd()
at CodeImp.DoomBuilder.Plugins.PluginManager.OnMapOpenEnd()
at CodeImp.DoomBuilder.General.OpenMapFileWithOptions(String filename, MapOptions options)
at CodeImp.DoomBuilder.General.OpenMapFile(String filename, MapOptions options)
at CodeImp.DoomBuilder.General.OpenMap()
at CodeImp.DoomBuilder.Actions.Action.Begin()
at CodeImp.DoomBuilder.Actions.ActionManager.InvokeAction(String actionname)
at CodeImp.DoomBuilder.Windows.MainForm.InvokeTaggedAction(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.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)
-file "%AP" -warp %L
-file "%AP" "%F" -warp %L
Ok while intentional, most of us are still conditioned to how testing works on the other Doom and SRB2 Doombuilders. Unless I miss my guess, the intention was to actually get us to remember to save so we don't loose our work, but couldn't this have been achieved differently?That's intentional. The game loads the file you're editing, and if you didn't save your edits yet, well, then those edits aren't in the file yet.