SRB2 Message Board  

Go Back   SRB2 Message Board > Sonic Robo Blast 2 > Editing > Utilities

Reply
 
Thread Tools
Zone Builder v2.6 - Map editor for SRB2 Details »»
Zone Builder v2.6 - Map editor for SRB2
Version: 2.6, by MascaraSnake (aka SpiritCrusher) MascaraSnake is offline
Developer Last Online: May 2017

Category: Version: SRB2 Rating: (17 votes - 4.94 average)
Released: 01-05-2016 Last Update: 01-30-2016 Installs: 14
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 While there have been map editors for SRB2 before, they're all outdated, buggy and abandoned by now - making you jump through hoops to get things done.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

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%20Builder%20Setup.zip (17.32 MB, 1248 views)

Screenshots

Click image for larger version

Name:	zonebuilderlogo.png
Views:	16428
Size:	43.7 KB
ID:	7176   Click image for larger version

Name:	zones%20at%202016.03.01%2023-22-47.860%20%5BR2492%5D.png
Views:	11581
Size:	154.3 KB
ID:	7606   Click image for larger version

Name:	zones%20at%202016.03.01%2023-21-37.024%20%5BR2492%5D.png
Views:	11648
Size:	453.1 KB
ID:	7607  

Supporters / CoAuthors

Show Your Support

  • This addon may not be copied, reproduced or published elsewhere without the author's permission.

Comments
Old 01-07-2016   #22
glaber
Emblem Radar Ready
 
glaber's Avatar
Default

Plus it makes it that much more easier to place emblems on the maps too.
glaber is offline   Reply With Quote
Old 01-07-2016   #23
SeventhSentinel
Cool Dude™
Developer
 
SeventhSentinel's Avatar
Default

Made these cool loops in ZB. The editor isn't what I'm used to, but will definitely be helpful for making slope-based scenery.
__________________
I make Genesis chiptunes.
SoundCloud / Website / Twitter

Last edited by SeventhSentinel; 01-07-2016 at 04:30 AM.
SeventhSentinel is offline   Reply With Quote
Old 01-08-2016   #24
RomioTheBadass
Right there, Criminal Scum!
 
RomioTheBadass's Avatar
Default

Slopes would be useful not just for Loops, but also for some small map details, or maybe even for Gameplay mechanics similar to Sonic 2's .
Attached Thumbnails
Click image for larger version

Name:	Sans titre.jpg
Views:	422
Size:	150.9 KB
ID:	7194  
__________________
Quote:
He came in like a Wrecking ball.
RomioTheBadass is online now   Reply With Quote
Old 01-08-2016   #25
RomioTheBadass
Right there, Criminal Scum!
 
RomioTheBadass's Avatar
Default

Woop, i seem to have found a bug, you can't keep your selection in 3D Mode, once you move your Mouse to another surface your Previous selectiong unselects itself (Not sure if it only happens for floors and ceilings) .
__________________
Quote:
He came in like a Wrecking ball.
RomioTheBadass is online now   Reply With Quote
Old 01-08-2016   #26
toaster
トースタちゃん
Developer
 
toaster's Avatar
Default

Are you sure that's a bug? You need to LEFT CLICK on something in 3D mode to select it; merely pointing the mouse at the surface without doing any action only allows you to edit that one thing.
__________________
Quote:
<MonsterIestyn> surely it's good ass though
Quote:
<MonsterIestyn> watch porm to keep warm
toaster is offline   Reply With Quote
Old 01-08-2016   #27
X-Project-Cya-X
Permanently Banned
Default

I'm gonna try to make a map with this program.
X-Project-Cya-X is offline   Reply With Quote
Old 01-08-2016   #28
RomioTheBadass
Right there, Criminal Scum!
 
RomioTheBadass's Avatar
Default

Quote:
Originally Posted by toaster View Post
Are you sure that's a bug? You need to LEFT CLICK on something in 3D mode to select it; merely pointing the mouse at the surface without doing any action only allows you to edit that one thing.
Pretty sure it is, i "Left Clicked" them but whenever i point the mouse on something else it deselects itself for no reason , It worked fine in the default GZDoomBuilder .
__________________
Quote:
He came in like a Wrecking ball.

Last edited by RomioTheBadass; 01-08-2016 at 03:15 PM.
RomioTheBadass is online now   Reply With Quote
Old 01-08-2016   #29
glaber
Emblem Radar Ready
 
glaber's Avatar
Default

does it pulse with red or yellow? if it's yellow, it's not selected.
glaber is offline   Reply With Quote
Old 01-08-2016   #30
MascaraSnake
aka SpiritCrusher
Moderator
 
MascaraSnake's Avatar
Default

Go to the Editing tab in Tools -> Preferences and disable "Automatic clear selection in Visual Mode". I mistakenly set this to be enabled by default, but I will change it for the next release.
MascaraSnake is offline   Reply With Quote
Old 01-08-2016   #31
RomioTheBadass
Right there, Criminal Scum!
 
RomioTheBadass's Avatar
Default

Quote:
Originally Posted by glaber View Post
does it pulse with red or yellow? if it's yellow, it's not selected.
It's selected "Flashing red" although if i aim at something else it returns to it's first state "before selecting it" .

Quote:
Originally Posted by MascaraSnake View Post
Go to the Editing tab in Tools -> Preferences and disable "Automatic clear selection in Visual Mode". I mistakenly set this to be enabled by default, but I will change it for the next release.
Oh, so that's it, thanks :) .
__________________
Quote:
He came in like a Wrecking ball.
RomioTheBadass is online now   Reply With Quote
Old 01-08-2016   #32
Boinciel
ヒトデパンと奇妙なジャム
Developer
 
Boinciel's Avatar
Default

Quote:
Originally Posted by MascaraSnake View Post
Go to the Editing tab in Tools -> Preferences and disable "Automatic clear selection in Visual Mode". I mistakenly set this to be enabled by default, but I will change it for the next release.
For what it's worth, both the "automatic clear selection" options were how it worked in the original Doom Builder and SRB2DB.
__________________
I'm deleting WOW + FURYHUNTER your not int his BLAPCK robo ass memes because that was a bad pun MonsterIestyn

hubjim
Boinciel is offline   Reply With Quote
Old 01-08-2016   #33
RomioTheBadass
Right there, Criminal Scum!
 
RomioTheBadass's Avatar
Default

It appears that not only this setting was changed, any way to move the default settings of GZDB to the new Zone Builder ?
__________________
Quote:
He came in like a Wrecking ball.

Last edited by RomioTheBadass; 01-08-2016 at 06:18 PM.
RomioTheBadass is online now   Reply With Quote
Old 01-08-2016   #34
76Nova
 
76Nova's Avatar
Default

Coming from someone who has no experience map making whatsoever, this actually looks like it would be a bit easier to learn. So I might actually try making a map with this at some point.
__________________
why are you reading this?
76Nova is offline   Reply With Quote
Old 01-10-2016   #35
MascaraSnake
aka SpiritCrusher
Moderator
 
MascaraSnake's Avatar
Default

Zone Builder v1.1 is out! Not a lot of new stuff, mainly bugfixes and small adjustments. See the first post for a changelog.
MascaraSnake is offline   Reply With Quote
Old 01-14-2016   #36
RomioTheBadass
Right there, Criminal Scum!
 
RomioTheBadass's Avatar
Default

In the default GZDB Grid size automatically increases and decreases each time i Zoom In/Out, how do i enable it in the New Zone Builder ?
__________________
Quote:
He came in like a Wrecking ball.
RomioTheBadass is online now   Reply With Quote
Old 01-14-2016   #37
toaster
トースタちゃん
Developer
 
toaster's Avatar
Default

Click on the "Dynamic Grid size" icon at the top of the vieport. It is the second icon which can be toggled on and off to the right of the "Any action" dropdown.
__________________
Quote:
<MonsterIestyn> surely it's good ass though
Quote:
<MonsterIestyn> watch porm to keep warm
toaster is offline   Reply With Quote
Old 01-14-2016   #38
RomioTheBadass
Right there, Criminal Scum!
 
RomioTheBadass's Avatar
Default

Thanks, i appreciate it .
__________________
Quote:
He came in like a Wrecking ball.
RomioTheBadass is online now   Reply With Quote
Old 01-16-2016   #39
Sting the Cat
 
Sting the Cat's Avatar
Default

Can anyone help me?


***********SYSTEM INFO***********
OS: Microsoft Windows 10 Home
GPU: Intel(R) HD Graphics
Zone Builder: v1.1
********EXCEPTION DETAILS********
IndexOutOfRangeException while loading effect display2d.fx: Index was outside the bounds of the array.
Initial message:
at CodeImp.DoomBuilder.Rendering.D3DShader.LoadEffect (String fxfile)
at CodeImp.DoomBuilder.Rendering.Display2DShader..cto r(ShaderManager manager)
at CodeImp.DoomBuilder.Rendering.ShaderManager.Reload Resource()
at CodeImp.DoomBuilder.Rendering.ShaderManager..ctor( D3DDevice device)
at CodeImp.DoomBuilder.Rendering.D3DDevice.Initialize ()
at CodeImp.DoomBuilder.MapManager.InitializeNewMap(Ma pOptions options)
at CodeImp.DoomBuilder.General.NewMap()
at CodeImp.DoomBuilder.Actions.Action.Begin()
at CodeImp.DoomBuilder.Actions.ActionManager.InvokeAc tion(String actionname)
at CodeImp.DoomBuilder.Windows.MainForm.InvokeTaggedA ction(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Obje ct key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(Eve ntArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(Eve ntArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(M ouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventIntera ctive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(Event Args e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEven tArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(M ouseEventArgs 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(Mes sage& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Mes sage& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
__________________
Quote:
Originally Posted by SpiritCrusher View Post
If it was a redwall, it would be red.
Sting the Cat is offline   Reply With Quote
Old 01-16-2016   #40
MascaraSnake
aka SpiritCrusher
Moderator
 
MascaraSnake's Avatar
Default

What were you doing when that crash occurred?
MascaraSnake is offline   Reply With Quote
Old 01-16-2016   #41
Sting the Cat
 
Sting the Cat's Avatar
Default

Quote:
Originally Posted by MascaraSnake View Post
What were you doing when that crash occurred?
It was creating a map. Same stuff happens when I try to load one as well.
__________________
Quote:
Originally Posted by SpiritCrusher View Post
If it was a redwall, it would be red.
Sting the Cat is offline   Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 09:56 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2017, vBulletin Solutions, Inc.