Shuffle on Page 16 said:Suggestion!
Make Zoom Tubes easier to make :)
Oogaland said:Prime 2.0 said:This, is a serious problem for many people editing maps. Currently, someone can make a map ceace to be open source by putting in sectors and sidedefs in such a way that they will be considered unused by any editor other than deepsea, even if they are vital to the level. Currently this is used to "hide" the GFZ2 house, and all of RVZ from those who would look at it in a wad editor. People need to be able to study such maps so that they can learn how to wad better by example.
I propose making the "unused" sector(and sidedef) manual, that is, it will prompt you before removal, asking if you wish to proceed. Additionally, you can include it in the .dbs to not consider them "unused" by the removal system so you aren't bothered by them further. Finally, I propose having linedefs designated "unused" colored blue to make them stand out from everything else.
Unused sidedefs/sectors are ones that are unreferenced. That is, they aren't used anywhere on the map, but nonetheless have an entry in the SIDEDEFS/SECTORS lumps. So they never affect how the map is displayed, unless there's some jiggery-pokery in the code that alters references of certain linedefs/sidedefs at runtime on an ad hoc basis. If this is indeed the case, then prompting before removing them is fair enough. However, colouring 'unused linedefs' differently makes no sense, since unused sidedefs/sectors are by definition those not used on the map. Unless I'm missing something, as usual...
! Lassoing linedefs still didn't update the info bar.
! Crash in Select Map dialogue.
! Selecting 320x200 caused the game to run at 320x240.
+ Prettied-up the error-check dialogue a little.
! A couple of crashes when default gametype not set, which happened when the
map was created in another editor.
! Selection was cleared when finding identical sectors.
+ Updated the config for the new NiGHTS engine.
+ Path-drawing updated for the new NiGHTS engine.
+ Zoom Tube Wizard.
It's a nice idea, and something I've been considering implementing for a while, but it's quite tricky due to the way selections are handled (it just stores the indices). But I might have a bash at it.Digiku said:Suggestion: a selection mode which allows selecting all elements (sectors, linedefs, things, etc.) at one time? Wadauthor has this enabled by default.
Do you mean when you move the mouse to the edge of the window while resizing? If so, this is meant to happen, but I agree that it's a bit clumsy at the moment.Sonict said:Hi, Oogaland
I encountered a small bug in SRB2builder. If you resize a map. The map will move towards the right as the map gets bigger.
Try it with my "Hell Angel" map. It is a square. When you make it bigger it moves the level over to the right instead of keeping it still. When I do it with the things. It works correctly.
Sonict
Sonict said:Hi, Oogaland
I encountered a small bug in SRB2builder. If you resize a map. The map will move towards the right as the map gets bigger.
Try it with my "Hell Angel" map. It is a square. When you make it bigger it moves the level over to the right instead of keeping it still. When I do it with the things. It works correctly.
Sonict
Oogaland said:Do you mean when you move the mouse to the edge of the window while resizing? If so, this is meant to happen, but I agree that it's a bit clumsy at the moment.
What node builder is DB configured to use (Tools->Configuration->Nodebuilder)? I tried what you described with ZenNode configured, and everything worked fine; using ZDBSP, though -- which is the default -- caused weird things to happen when I tried running it through ZenNode manually.Mystic said:I swear, DoomBuilder in general has trouble loading and saving files.
Flame Rift 2 loaded in DoomBuilder, saved, and then Zennoded:
[image]
Appears to not load the thok barrier properly in the WAD. I even tried giving the map a proper Zennode with the full BLOCKMAP, and even that didn't help.
I really hate to do find/replace manually, but unless all the rampant weird issues are fixed, I don't know what to do about it. Using DoomBuilder with Mystic Realm is like flipping a coin, and if I lose the flip, my map is not corrupt and you have to revert to backups. It's very frustrating, as there are plenty of features I use DoomBuilder for, such as the merge sectors and find/replace, and I frequently can't even load the map at all.
You can configure the exact command-line arguments that are passed to the nodebuilder by DB, so you could disable BLOCKMAP generation that way. The settings are on the Nodebuilder tab of the Configuration dialogue.Mystic said:I completely reinstalled DoomBuilder from scratch and it appears to be working fine now. This time I didn't disable the nodesbuilder, as that seems to be causing the issue. Kinda annoying, since I prefer to do it manually to prevent BLOCKMAP generation.
Yes, you're right, it complains when there's no BLOCKMAP. I thought I'd fixed that, but apparently not. It should work in the next build.Mystic said:I recall trying that in the past and having DoomBuilder complain mightily, but it may be fixed now.
! Crash when clearing 'below ceiling' text box in FOF dialogue.
+ Added sector type 995 (return dropped flag) to config.
! Choosing 'Flip Vertically' from the Edit menu actually flipped horizontally.
! Changing the ceiling flat from the vertical info bar actually changed the
floor.
! Breakable FOFs don't require Knuckles any more.
! Ctrl+right-click didn't work when a sector was selected.
! A default damage type wasn't selected when enabling damage on a FOF.
! Negative absolute values weren't permitted in the FOF editor.
+ Added support for absolute thing Z positions.
+ View now centred when new map created.
+ Length now rendered on thing-rotation line.
! Crash when testing in certain (obscure) situations.
! Certain FOF sidedefs disappeared when moving a FOF floor or ceiling in 3D mode.
Rather than specifying the height above the containing sector, this allows you to specify the absolute height. Potentially useful in situations with things in multiple sectors.Added support for absolute thing Z positions.
When rotating a thing using the mouse, the distance of the mouse from the thing is now shown. Only the angle affects the direction, of course, but seeing the distance could be useful for placing springs.Length now rendered on thing-rotation line.