Here you go: http://www.srb2.org/mb/viewtopic.php?t=16333Drake Spyker said:I'm encountering a problem with editing level headers via SRB2 Doombuilder. Any time I try to use it to do so, it crashes with the following:
Runtime Error '209'
Component 'xmxs21.ocx' or one of it's dependencies is incorrectly registered: file is missing or invalid.
Does anyone have a solution to this?
Yes. SRB2 Workbench will also be out by then, and will have better 1.1 support than SRB2DB, but Workbench's 3D mode won't be ready by 1.1's release, so SRB2DB isn't going to become entirely obsolete quite yet.fawfulfan said:When 1.1 comes out, will you release a new CFG file for SRB2 Doom Builder?
The file Srb2ex.cfg contains all the information about the significance of all the types of objects. Take a look at the things subsection.Drake Spyker said:I'd also like to know how to add additional Things to the Thing list.
The Convert to Stairs function is broken. I'd suggest that you not use it.verifiaman said:Also can someone explain to me why every time i sue the make stairs function if i mka etoo many the whole thing closes out?
Drake Spyker said:I'd also like to know how to add additional Things to the Thing list. I'm using an additional spring set provided by another member of the forum, but the springs in question don't show up at all in Doombuilder.
Knowing how to fix the problem would also let me add my own Things once I create them.
There's no thread here because I deliberately haven't posted the RC on the boards -- it's not ready for general release. Bugging me on IRC is probably the best strategy.Ezer.Arch said:Where SRB2 Workbench's bug reports can be posted? Because I found two bugs.
Unfortunately not, I'm afraid. One of the system registry hives needs to be modified.Sohio said:Could u put up a ".rar" or ".zip" download option, i cant install anything. (asks me for password, which idk)
That's kind of awkward to automate. It would maybe be feasible in Workbench, which can handle sector references better, but still I think it's not worth it, since the big-square technique makes making thok barriers pretty painless.flarn2006 said:It would be great if it could automate the creation of thok barriers, and adding rooms which branch off or changing the shape without needing to change both sectors.
You should already be able to edit existing FOFs. Remember that it's the target sector you select, not the control sector. Multiple FOFs per sector are supported in Workbench.flarn2006 said:Another thing I would like is to be able to use the FOF wizard to edit FOF's which are already created, or to add more than one FOF on a single sector.
Press Insert! My map-making productivity soared when I discovered that key.flarn2006 said:Yet another thing: I would like to be able to create linedefs close to existing linedefs, or things on top of other things, without having to put it somewhere else first (like a modifier key which, when held down, would make it so it would create a new linedef instead of opening properties.)
That's not technically too difficult, but I'd rather not. Map editors shouldn't get involved in lump-editing tasks. I'm not even keen on having MAINCFG editing in there, frankly.flarn2006 said:Another feature which should be simple to implement is the creation of scripts (for the Run Script linedef executor) within the level editor, instead of needing to quit the level editor (since it locks the file...) and load a separate lump editor.
Noted. Thanks.flarn2006 said:There are also some bugs in certain dialogs, like if you click the button to change the water colormap in the FOF setup wizard, and click Cancel on the color dialog, it crashes.
I'll Begin said:Try a different Level Editor.
Oogaland said:Unfortunately not, I'm afraid. One of the system registry hives needs to be modified.