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-   -   SRB2 Doom Builder (https://mb.srb2.org/showthread.php?t=41066)

Eryn 03-31-2006 05:00 AM

Quote:

Originally Posted by KingofFlames
Give DBSRB2 a new icon, I sometimes accidently load the wrong DoomBuilder when I'm SRB2 editing.

Just change it yourself. >_> Let Ooga work on the important things, like bugfixing and FOF editing in 3D, and the like. Besides, you can actually delete the old .exe. Might not be a good idea, because you may need normal DB. Or, you could even try naming them, god forbid you look at the filenames.

Oogaland 04-02-2006 09:47 AM

Time for build 8: http://homepages.inf.ed.ac.uk/s05698...er_srb2-r8.zip. New this time:
  • Thing-Z can be altered in 3D mode -- use the mousewheel.
  • Sped up the rendering of FOFs a little.
  • Autosave. Currently only creates one copy (filename.wad.autosave), but if you think it'd be useful to create multiple copies, in the way that the backup feature does, then it won't be too tricky to implement.
  • Fixed the need to 'respect' all thousand-odd map headers when loading and saving. This speeds things up considerably, but it means that we now need different config files for SRB2DB and vanilla DB. This was always going to happen eventually, anyway, but is handled automatically -- don't worry about it.
  • Removed all the MAPnnD options from the Scripts menu, and replaced it with MAINCFG. Also, added an option to merge all existing MAPnnD lumps into MAINCFG.
  • FOFs editable in 3D mode, with a number of significant caveats. I'll explain below.
  • Several bugfixes, most notably in the FOF dialogue.
I know that editing FOFs in 3D mode is something that a lot of people asked for, and there is partial support for it in this build. There are a few small problems, such as not being able to point at a FOF from the side (must point through floor or ceiling). There is also one BIG problem: new FOFs can't be created while in 3D mode. The reason for this is largely due to the fact that drawing sectors in 3D mode is difficult both for technical and interface design reasons. I'm not sure whether there's a way round this, but I'll have a think about it.

Thanks very much for all the suggestions and bug reports this week. I hope to be able to get a significant chunk of them dealt with for next week's build.

BlazingPhoenix 04-02-2006 03:01 PM

In the new version it crashed when I saved my map.

Oogaland 04-02-2006 03:20 PM

Quote:

Originally Posted by KingofFlames
In the new version it crashed when I saved my map.

Could you post the value of EIP, please? You can find it by clicking one of the buttons (or it might be a link) on the crash dialogue box. That way, I'll be able to identify what line of code casued the crash.

SuperSonicRules! 04-02-2006 03:26 PM

I get an error when trying to run doom builder.
Error 424 in load confuguration: Object required

Oogaland 04-02-2006 03:31 PM

Quote:

Originally Posted by SuperSonicRules!
I get an error when trying to run doom builder.
Error 424 in load confuguration: Object required

From that error, I'm guessing you don't have the original DoomBuilder, which you can get from www.doombuilder.com. Then, you need to unzip SRB2DB on top of that.

BlazingPhoenix 04-02-2006 03:37 PM

Great, and after I saved my level it erased the level!

Oogaland 04-02-2006 03:43 PM

Quote:

Originally Posted by KingofFlames
Great, and after I saved my level it erased the level!

If you've saved it before with DoomBuilder, there should be a backup in the same directory as your WAD (filename.bak, I think). This is an alpha build, though, so things like this will happen from time to time. I apologise if this does cause any data loss, but I would recommend strongly that you keep backups of anything you edit with this. I think I said something to that effect earlier in the topic...

BlazingPhoenix 04-02-2006 03:45 PM

That's cool, but when will you finish fixing this version? I'd really like to fully edit FoFs in 3D mode.

Oogaland 04-02-2006 03:51 PM

Quote:

Originally Posted by KingofFlames
That's cool, but when will you finish fixing this version? I'd really like to fully edit FoFs in 3D mode.

If I can find the bug you mentioned today (but I can't do that unless I know the EIP...) then I can probably get out another build this evening, so that you can save. Other things will gradually be fixed/added in the usual weekly fashion.

ST218 04-02-2006 04:25 PM

Ooga, if I were single and you were of the appropriate gender, I'd marry you. I'm downloading the newest version right now, and the changelog makes me happy for some of the level designs I want to do.

JJames19119 04-02-2006 10:07 PM

Quote:

Originally Posted by Oogaland
  • Removed all the MAPnnD options from the Scripts menu, and replaced it with MAINCFG. Also, added an option to merge all existing MAPnnD lumps into MAINCFG.

Thank YOU very MUCH. As much as I liked the feature, it was annoying and unappealing. And now I don't have to open XWE to edit the MAINCFG lump! You just ruined half of XWE's usefulness to me and I thank you for it. ^_^

Neotails8762 and Tia8761 04-03-2006 05:01 PM

I get the following message when I open the program:
Quote:

Error 404 in LoadConfiguration: Object required
Could someone please solve the problem?

JJames19119 04-03-2006 06:47 PM

Neotails, read this:

Quote:

Originally Posted by Oogaland
Quote:

Originally Posted by SuperSonicRules!
I get an error when trying to run doom builder.
Error 424 in load confuguration: Object required

From that error, I'm guessing you don't have the original DoomBuilder, which you can get from www.doombuilder.com. Then, you need to unzip SRB2DB on top of that.


Neotails8762 and Tia8761 04-03-2006 06:51 PM

I HAVE Doom Builder. That's the problem. Do I need the SRB2 version in the same folder?

JJames19119 04-03-2006 06:52 PM

I would think so, that's how mine works.

Neotails8762 and Tia8761 04-03-2006 06:54 PM

Then THAT'S where I'm going wrong :mrgreen:

Tets 04-03-2006 08:34 PM

I don't know about everyone else here, but I'm missing cmcs21.ocx and it appears to be very difficult to come by. I figured that it would have come with Doombuilder, but this does not seem to be the case. This renders the maincfg edit option entirely unusable. A link to download this elusive file would be appreciated.

shadowstar 04-03-2006 09:03 PM

http://member.telpacific.com.au/daniel15/cmcs21.ocx

This may not be what you're looking for, but you can try it.

Shuffle 04-04-2006 01:03 AM

If this is "Doom Builder for SRB2".. wouldn't that make it "SRB2 Builder"? I mean.. that's saying that you're building Doom levels for SRB2. :P

Blitzzo 04-04-2006 01:16 AM

Well technically, SRB2 is just a largely modified DOOM. :roll:

Shuffle 04-04-2006 01:36 AM

Yes, but SRB2 wad != Doom wad.

Neotails8762 and Tia8761 04-04-2006 12:08 PM

When loading up a new WAD file, do I need to put anything in "Custom Walls and Sprites from File"?

Shadow Hog 04-04-2006 12:54 PM

Quote:

Originally Posted by Shuffle
Yes, but SRB2 wad != Doom wad.

Well, no, the WAD format's the exact same, it's just that there are different things that one looks for while the other doesn't/gets confused by.

Tets 04-04-2006 02:58 PM

Are we having a retarded discussion about the technicalities of file formats over a god damned NAMING SCHEME? That's right, we're not anymore. Let's talk about more important things.

Moving on... if you actually mean "Additional textures and flats from wad file", no, you do not need to load any.

And another feature request. Being able to toggle FOFs while in 3D mode, like you can do with things, would be useful, as it can be troublesome to have them visible sometimes.

JJames19119 04-04-2006 07:08 PM

Quote:

Originally Posted by JJames19119
The thing about DB is that it's picky about what IWAD you try to set it to. Basically, to make it point to srb2.srb instead of srb2.wad, you must click on type "srb2.srb" in the filename box when you're in the srb2 directory searching for the IWAD.

This was never removed and replaced with the ability to search for .srb. It sorta makes it impossible for newbies to use this unless they tried copying the srb2 file as a WAD. (Or worse, RENAMING it to a wad file, thus breaking SRB2 until they make it .srb again.)

Prime 2.0 04-04-2006 07:11 PM

when is that save error going to be fixed?

Sonict 04-05-2006 09:38 PM

More suggestions.
 
Hi, Oogaland

Here are a couple of things that you could add for the next srb2builder.

1) Could you add a lump manager so I could add, delete, and move lumps?

2) Add a dialog for the old method of scripts so you can select the one that you are working on. (I use it for the level header)

EDIT #1

3) Make a way to create or modify a level header on a map that you made in srb2builder.

If I think of any more, I will add them to the list.

Sonict

JJames19119 04-06-2006 12:31 AM

Bug:

http://img.photobucket.com/albums/v3...mes/prefab.png

The bug disappears if you hover your mouse over any of the items.

Prime 2.0 04-06-2006 12:33 AM

ctl + F4? Lol.

JJames19119 04-06-2006 12:36 AM

Please tell me what good that does aside from inserting whatever's in slot 4 of the quick prefabs.

Prime 2.0 04-06-2006 12:37 AM

press it right now. I dare you.

JJames19119 04-06-2006 12:40 AM

Nice try but it's Alt+F4. All Ctrl+F4 does in IE is open the address bar URL complete.

Prime 2.0 04-06-2006 12:41 AM

XD

Well, the misconception was good for a quick laugh.

Eliwood 04-07-2006 02:06 PM

The Doom builder for SRB2 doesn't work what do I do? :?

Neotails8762 and Tia8761 04-07-2006 02:17 PM

I may have the same problem...
In the message boards, go to Archives, then "Texture editing made easy!"

Prime 2.0 04-07-2006 07:24 PM

When in 3-D mode, sometimes the FOF's side textures are reversed(from the outside). Hopefully you can fix that. Also, when exiting the FOF edit menu(in 3-D mode), if you dd so by pressing cancel, you lose directional control over the 3-D mode camera. And fo the love of god, could you please remove the mouse cursor from 3D mode?

now, for suggestions. First of all, the find function should include the ability to look for duplicate sectors; sectors with the exact same properties(floor, ceiling, tag, light, textures), for people who want to merge far-off sectors for optimization purposes. Finally, how about being able to alter FOFs in 3D mode without the menu? that is, you could move the whole thing up or down using the wheel when pointed at the side, move the floor of the FOF when pointed at the floor, and ect with the ceiling. Also, it would be nice to be able to allign the textures of FOFs in 3D mode(I know, I know. Altering one texture on an FOF alters all of them. But it needs to fit with the textures of neighboring sectors). Also, it would be very nice if we could create and edit the mapxxD lump while in doombuilder, as opposed to having to go through all the trouble of using lumpmod or XWE to put it in(hopefully the same can be applied to added SOCs).

Tets 04-08-2006 02:37 AM

Some good suggestions, Prime. I'd like to add my own comments to a couple of them.

Quote:

Originally Posted by Prime 2.0
it would be nice to be able to allign the textures of FOFs in 3D mode(I know, I know. Altering one texture on an FOF alters all of them. But it needs to fit with the textures of neighboring sectors).

I talked to AJ a couple years ago about this very subject, and at that point (and still today) nobody had thought of a good way to align textures on 3D floors. I think that would need to be taken care of first, as it is in fact not possible at this point. Unless it is and nobody told me.

Quote:

Originally Posted by Prime 2.0
Also, it would be very nice if we could create and edit the mapxxD lump while in doombuilder, as opposed to having to go through all the trouble of using lumpmod or XWE to put it in(hopefully the same can be applied to added SOCs).

I think you missed the bus on this one. If I'm not mistaken, this feature was in older SRB2 DB builds, but has been removed in favor of using the MAINCFG lump for all of the level headers as opposed to using separate lumps for each map.

Oogaland 04-08-2006 11:59 PM

r9
 
New build: http://homepages.inf.ed.ac.uk/s05698...er_srb2-r9.zip. For now, I'm just going to post the changelog since it's late and I have to get up tomorrow morning:
Code:

+ Pattern-matching employed on lump names when detecting game config.
! Extended map numbers were handled incorrectly when testing maps.
+ Sector and texture defaults are now applied on a per-wad basis.
+ No-planes flag for FOFs in 3D mode is now accounted for.
+ Changed interface typeface. Not sure whether this is an improvement; feel free
  to let me know what you think.
+ Customisable FOF presets in the FOF editor.
+ Toolbar can be customised, but this isn't saved on exit yet.
+ FOFs can now be pointed at from the side.
! Per-wad defaults weren't initialised for new maps.
+ Sector descriptions: Set in the sector dialogue box, and displayed in a
  tooltip on mouseover.
+ FOF display in 3D mode can now be disabled.
+ Selecting a linedef and then hovering over an adjacent linedef will now show
  the angle they make with one another.
! Autosaving during certain operations caused problems, so we now check the
  mode.
! Crash when finding angles between parallel linedefs.
+ Toolbar buttons for some of the new features.
! Yesterday's angle bugfix wasn't sufficient.
! Dragging sometimes caused crashes. Kludgey fix implemented, but doesn't really
  get to the root of the problem. Yesterday's autosave fix might have done the
  job anyway.
! Multiple MAINCFG lumps were sometimes saved in one wad.
+ MAINCFG reclassified in the config to take advantage of DB's DEHACKED editing
  facilities (PvdH's, not mine!). Renamed Dehacked.cfg to DehackedSRB2.cfg and
  updated it appropriately. It's far from complete, but most of the common stuff
  is in there.
+ FOFs can be created in 3D mode, but the *parent sector* needs to have been
  created in 2D mode, as there's still no way of drawing ordinary sectors in 3D
  mode. To create a FOF, assign a shortcut key to FOF Setup (Tools/
  Configuration/Shortcut Keys), and press it while pointing at the appropriate
  sector in 3D mode.

Thanks again for your feedback -- I'll reply to your individual points in the morning.

EDIT:

Well, it seems it's the morning already. So, some commentary, in a more-or-less desultory fashion:

cmcs21.ocx is CodeSense, which provides the syntax highlighting and so forth in the script editor. It should be packaged with the original DB (though it might not be), but once SRB2DB moves into beta and final versions, for which I'll provide installers, I'll make sure it's included.

The name is something I gave a bit (but admittedly not a lot) of thought to. I appreciate that "SRB2 Doom Builder" is a trifle unwieldy, but I shied away from losing the phrase "Doom Builder" from the title as I didn't feel I'd done enough of my own work to justify doing so.

Lump editing: Although I daresay it could be useful, I have no intentions of implementing a general-purpose lump editor in DB. This is because DB is a map editor, rather than a catch-all wad editor. One tool, one job. We've all seen what happens when word processors dress themselves up as DTP and web-publishing packages: things get bloated, development of the specialised features gets less attention and users get confused and produce second-rate results as they're trying to use the software for something it wasn't really designed to do, all to avoid learning and/or starting another app.

MAPnnD editing: What Tets said. I don't know whether MAPnnD lumps are officially deprecated yet, but MAINCFG does the job nicely and makes for shorter menus.

A little elucidation of this week's changes is, I think, in order:

Code:

Pattern-matching employed on lump names when detecting game config.
This means MR (and indeed any wad that only uses extended map numbers) is detected as an SRB2 wad.

Code:

Sector and texture defaults are now applied on a per-wad basis.
The, erm, default defaults can still be altered from the Configuration dialogue.

Code:

FOF display in 3D mode can now be disabled.
You need to set a shortcut key for this to work. I can't configure default keys yet, since that's achieved by providing a Builder.cfg with the key set, which would clobber all your other existing preferences. Betas/finals will fix this, as they'll be able to live separately from existing installations.

Code:

FOFs can be created in 3D mode.
But, as I mentioned above, you need to have a sector to put them in. I've yet to think of a way of designing an interface that would allow the user to draw sectors in 3D mode that wouldn't feel utterly bizarre. Any ideas?

A small note on bug reporting: To make my life easier, if you experience a crash, could you please post the EIP and the module name and version (all of which the crash dialogue box will tell you if you poke it hard enough). A precise description of what you were doing at the time also helps.

Thanks very much for all your bug reports and suggestions so far.

BlazingPhoenix 04-09-2006 12:10 AM

Yay! thanks Oogaland!


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