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SRB2 Doom Builder
EDIT half a year later:
The most recent version of SRB2 Doom Builder can always be obtained from http://workbench.srb2.org/srb2db/. If you're using Windows Vista or 7, please read this thread at Doomworld. --- I've spent some idle moments messing about with the Doom Builder source, with a view to implementing some stuff useful to SRB2 mappers. Mostly bug fixes so far -- like the crash in the texture browser -- but some SRB2-specific stuff should follow soon. I'd appreciate any suggestions you have. Thanks. |
Cool!
How about FOF's been displayable in the 3D editing mode? |
Also things. Do you know how annoying it is to see a level in 3d mode and the things wont show up when accessed?
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That's a CFG problem, not an executable one.
Make it so that it ignores "MAP[anything]M". It'd mean faster compiling; telling it to ignore 1035 files is kind of... slow. Other than that, I second the FOF comment. In fact, if you could also make it display slopes when editing ZDOOM maps, that'd be nice too. |
I'll fix that problem when I get home. (an hour or so)
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SRB2 Doombuilder improvemets....where should I begin?
Graduating options for floors, ceilings, brightness, and tags, for both linedefs and sectors. It's freaking annoying to have to right click on every individual sector/linedef to make things go upward on their own. Apparently DB is supposed to have a gradual floor change thingy, but I could never figure it out. Secondly, I honestly do not know if this is possible, but if it is, great: The ability to draw sectors in 3D mode. I don't know about you, but I get really messed up on scale when making levels (The first version of Emerald Excavation 1 had to have it's size doubled-the in progress version then had to be tripled, because I'm bad with scale and distance), so the ability to see sectors as you make them in real time would be a godsend. |
If it means anything, you can change sector height on-the-fly in 3D Mode by facing the ceiling or floor and moving the mouse wheel.
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If Sector drawing in 3D mode worked, it would have been made by CodeImp already.
Then again, if someone created a creative way to do so, then it might be possible... |
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As for all the other suggestions... Well, I'll have a go. |
Make Things have a Z axis in DB so there's no more need to mess with Bitsets. I believe giving them a Z axis would make them be able to be moved up and down in 3D mode too. As for the implementation...simply make it so that using the Z axis on things edits their bitsets without actually showing it on the flags section in the Edit Thing box.
Instead of making it ignore the map headers, have it to where you can edit them, since just about every WAD these days has a map header. Make the MAINCFG and OBJECTCFG lumps scriptable for SOCs and map headers with options to add from .txt and .soc files. And...how about a list of all used tags and such? I hate trying to remember which numbers I have and haven't used... |
There's a button for mext unused tag which is good for me, even with over 200 tags.
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Mystic was complaining about this the other night, and he didn't post it, so I will. Make an option to ignore the blockmap. I'm sure he's the only one who will ever use such an option, but, in his words:
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I'm pretty certain ignoring the BLOCKMAP's a nodesbuilder thing, so you can actually fix that with the existing program.
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Oh, okay, that's what you meant. Yes, actually, that would be very helpful, especially for FOFs that are over FOFs. And I totally murdered that sentence, didn't I?
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The adjustment of floor/ceiling heights and texture offsets COULD be added directly in-game, like Objectplace...
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So, Oogaland, what are you planning to add? I second the FOF's viewable in 3D mode thing and the Draw sectors in 3D mode thing. Like, you could press a trigger button, then it'll freeze the angle, and you can draw them just like normal mode.
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Key: In answer to your question: anything that doesn't involve 3D mode is fair game for implementation. I'll have a bash at the 3D stuff, but I'm not making any promises. |
Nice job, so far. Good luck with 3D mode. If you could add those features in, it'd help with my6 Sonic 2 mod, like, a LOT. Seeing as how there's 500 FOFs per level involved, not including special effects. >_<
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I'm exaggerating. >_>
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Not necessarily JJames-He could have some hidden behind a part of the thok barrier or something.
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FOF's? That's a good idea.
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Z OFFset?.....not to be rude but....wtf?
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How far up in the air you are. Frequently the Y-Axis is used to such an effect, but DOOM is special like that.
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I love you. |
*idea*
A nodesbuilder *better* than zennode for it, zennode has still got problems, and it keeps crashing on my computer. i'm only saying this because i found the source code for it. |
I tried every nodebuilder,and it kept saying that it couldn't build the nodes. In 3D mode,everything works great. When it goes over to SRB2,it looks strange. I have like 6 levels that are unfinished,because i can't get the nodebuilder to work.
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You should be using Zennode. Do a search for the Doom Builder tutorial.
EDIT: Here, I found it for you. http://www.sepwich.com/ssntails/mb/v...ilder+tutorial |
Just wondering...have there been any changes to this at all since your last post Oogaland? Also, I would love to download this as it is now if only for the things having a Z offset. I would fecking pay money for that, honestly.
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Oh, I remember this thread. I kind of got sidetracked a little when assignments started being set, but I'll likely pick it up again at the end of the semester. Anyway, when I get back (in the labs just now; Fedora Core 3, nice) I'll build what I've done and release it.
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Yay! ^_^ I can't wait.
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http://homepages.inf.ed.ac.uk/s05698...rb2-230206.zip
This is just a snapshot of the current state. It's not exactly polished: no version number changes, for example. In fact, the changes are exactly those that I mentioned about a month ago. Extract it into the directory where DB is currently installed. The executable has a different name, but the config file doesn't, as it should be compatible with the unadulterated binary, and nasty things might happen if you try to use the old config with the new binary (I had to add some fields to take account of certain things having different Z behaviours w.r.t. their flags). Also, don't bother trying to create anything other than SRB2 maps with this; it probably won't work. Suggestions, criticisms etc. should be sent to /dev/null. Um, I mean, are welcome. |
Your penis size overwhelms me, Ooga. The Z-Offset feature alone makes DoomBuilder 43% more useful to me. One thing I noticed, though; it doesn't work on custom things. Results in a 'Runtime error 424: Object required' error. Any way around this?
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Many thanks. Also, a suggestion: a custom things tab that automatically detects and lists all custom things in the wad. Though it wouldn't be able to give a name or an example image, it could at the very least list the thing number.
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EDIT: Upon yet FURTHER investigation, I recalled that I downgraded by one version to avoid the texture browser crash. Obviously the SRB2 DB variant was incompatible with the previous version's configuration files, or something. I apologize for the flawed bug report, it works nicely now.
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Majorly less than three to the Z-offset, but one question. Would it be possible to mirror it in 3D mode-ie showing the thing and being able to move it upward?
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