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Zone Builder v2.9 - Map editor for SRB2 Details »»
Zone Builder v2.9 - Map editor for SRB2
Version: 2.9, by MascaraSnake (aka SpiritCrusher) MascaraSnake is offline
Developer Last Online: Mar 2020

Version: SRB2 Rating: (22 votes - 4.91 average)
Released: 01-05-2016 Last Update: 01-30-2016 Installs: 22
Additional Software

Don't forget to download the 2.2 config, which is attached to this post! Here's how you use it:
Drop it into ZB's "Configurations" folder. Then, in ZB, go to Tools -> Game Configurations. Check the box that reads "Sonic Robo Blast 2 - 2.2". Under the Resources tab, click "Add resource...". In the window that pops up, go to the "From PK3/PK7" tab and add srb2.pk3. Check the "Exclude this file from testing parameters" box. Then, under the Testing tab, add srb2win.exe as an executable.



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 While there have been map editors for SRB2 before, they're all outdated, buggy and abandoned by now - making you jump through hoops to get things done.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

16/12/2018 - v2.9 - SRB2Kart config and improved PK3 support
Spoiler: Changelog
  • Added feature: Added the configuration file for SRB2Kart. 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.
  • Changed behavior: The PK3 reader now looks for SOCs in the "SOC" folder rather than "SOCs", just like SRB2.
  • Added feature: Added an option to draw Things at a fixed size in the 2D view, rather than scaling them with the zoom level.
  • Added feature: Some additions to the config.


03/12/2017 - v2.8 - Two bugfixes
Spoiler: Changelog
  • Bugfix: Linedef flag settings are no longer lost when copypasting linedefs.
  • Bugfix: Fixed a crash in the Tag Statistics window if you remove a tag label.


03/11/2017 - v2.7 - A bunch of stuff that has been sitting around for way too long
Spoiler: Changelog
  • Added feature: Added texture filters for SRB2's default textures (thanks a bunch to TehRealSalt!).
  • Added feature: Colormaps and FOFs with tag 65535 (global) are now displayed in Visual Mode.
  • Added feature: PK3s are now supported as resource files (but not as map files). ZB looks for patches in the directories "patches", "textures", "flats", "sprites" and "graphics". It also reads custom Thing definitions from SOCs (in the "socs" directory) and Lua scripts (in the "lua" directory). Right now PK3 support is irrelevant for you, dear v2.1 user, but come v2.2 this will be quite useful.
  • Added feature: You can now specify a category for custom Things with the $Category keyword. It works just like $Name and $Sprite.
  • Changed behavior: The custom Thing definition parser no longer throws an error when it can't read a single value. Instead, it throws a warning and continues parsing the rest of the file.
  • Added feature: The custom Thing definition parser can now read addition in a very limited manner, so stuff like "16*FRACUNIT + 32768" will no longer throw an error.
  • Added feature: The custom Thing definition parser now recognizes -- comments in Lua files.
  • Added feature: The custom Thing definition parser now recognizes the flags MF_SOLID and MF_SPAWNCEILING. In particular, this means that Things with the MF_SPAWNCEILING flag are now displayed properly in 3D mode.
  • Added feature: Added a nodebuilder configuration for normal ZenNode without REJECT. This might be useful for test builds on very large and complex maps, where ZenNode's fast setting produces errors.
  • Bugfix: ZWADs are now rejected with an error message instead of crashing the program.
  • Added feature: Added an option to disable the crosshair in 2D view.
  • Bugfix: Fixed a bunch of typos in the config.
  • Changed behavior: Changed the names of a few specials in the config that were bothering me. For example, monitors are now listed under "Monitors" instead of "Item boxes".


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 Builder Setup.zip (17.32 MB, 5165 views)
File Type: zip SRB2-22.zip (18.9 KB, 82 views)

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Comments
Old 08-10-2019   #362
Kurzov
 
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Code:
***********SYSTEM INFO***********
OS: Microsoft Windows 7 Home Premium 
GPU: AMD Radeon R7 200 Series
Zone Builder: v2.9

********EXCEPTION DETAILS********
Object reference not set to an instance of an object.
   at CodeImp.DoomBuilder.BuilderModes.BaseVisualMode.GetSectorData(Sector s)
   at CodeImp.DoomBuilder.BuilderModes.BaseVisualSector.GetSectorData()
   at CodeImp.DoomBuilder.BuilderModes.BaseVisualSector.Rebuild()
   at CodeImp.DoomBuilder.BuilderModes.BaseVisualSector..ctor(BaseVisualMode mode, Sector s)
   at CodeImp.DoomBuilder.BuilderModes.BaseVisualMode.CreateVisualSector(Sector s)
   at CodeImp.DoomBuilder.VisualModes.VisualMode.ProcessSidedefCulling(Sidedef sd)
   at CodeImp.DoomBuilder.VisualModes.VisualMode.DoCulling()
   at CodeImp.DoomBuilder.VisualModes.VisualMode.OnProcess(Single deltatime)
   at CodeImp.DoomBuilder.BuilderModes.BaseVisualMode.OnProcess(Single deltatime)
   at CodeImp.DoomBuilder.Windows.MainForm.processor_Tick(Object sender, EventArgs e)
   at System.Windows.Forms.Timer.OnTick(EventArgs e)
   at System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Tried to create a vertex-sloped FOF (with three vertex points as the wiki says), and I keep crashing with this. I also tend to get "Too many SEGs have been split!" when doing so.

Full crashlog is too big for SRB2MB so I did a pastebin: https://pastebin.com/8aEjNx22
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Last edited by Kurzov; 08-10-2019 at 08:14 PM. Reason: Clarification - I meant to say one vertex-sloped FOF. I'm using three vertex points to make one vertex-sloped FOF.
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Old 08-16-2019   #363
Kurzov
 
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Okay, now it just crashes any time I try to enter the visual editor from anywhere. I got the same error as last time. Is it just a case of having too much stuff?

I attached the WAD (in a ZIP) in case someone wants to look at it.
Attached Files
File Type: zip MAPSH.zip (1.06 MB, 33 views)
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Old 08-22-2019   #364
tabu
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is a linux version of this available or planned?

if not, i'd like to know if any wine users of this have had a good experience with it

Last edited by tabu; 08-22-2019 at 10:41 PM.
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Old 08-23-2019   #365
tabu
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trying on wine myself and it started up fine but for whatever reason srb2 isn't one of the selectable options from the game configurations list. anyone else experienced this?

scratch that, i'm getting three errors at startup (that i ignored the first time cause its common for doom/zone builder to spit these in oe form or another. whoops) that all say a variant of "Unable to load the game configuration file "Srb2-21slopeszb.cfg". Error in file "C:\Program Files (x86)\Zone Builder\Configurations\Srb2-21slopeszb.cfg" near line 23: Spaces not allowed in key names."

the three files giving me this "spaces not allowed" error are all the ones specifically included with zone builder. all the doom builder defaults seem to be working fine. i'm guessing the spaces are making the game config files unrecognizable for the program but 1. i don't know why this is an issue and 2. i'm not sure how to fix it. only thing i can guess is that the program somehow isn't recognizing the three cfg files as legitimate c# files somehow but i can't figure out how to get it to do so. any help?

Last edited by tabu; 08-23-2019 at 01:23 AM.
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Old 08-23-2019   #366
Lach
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Quote:
Originally Posted by tabu View Post
scratch that, i'm getting three errors at startup (that i ignored the first time cause its common for doom/zone builder to spit these in oe form or another. whoops) that all say a variant of "Unable to load the game configuration file "Srb2-21slopeszb.cfg". Error in file "C:\Program Files (x86)\Zone Builder\Configurations\Srb2-21slopeszb.cfg" near line 23: Spaces not allowed in key names."

the three files giving me this "spaces not allowed" error are all the ones specifically included with zone builder. all the doom builder defaults seem to be working fine. i'm guessing the spaces are making the game config files unrecognizable for the program but 1. i don't know why this is an issue and 2. i'm not sure how to fix it. only thing i can guess is that the program somehow isn't recognizing the three cfg files as legitimate c# files somehow but i can't figure out how to get it to do so. any help?
I run Zone Builder on my Mac using Wine. Try editing the configuration files; at the lines it gives errors for, delete all the spaces and type them back in yourself. I haven't needed to do this on my current setup but it worked back when I had the same issues!
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Old 08-23-2019   #367
tabu
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Quote:
Originally Posted by Lach View Post
I run Zone Builder on my Mac using Wine. Try editing the configuration files; at the lines it gives errors for, delete all the spaces and type them back in yourself. I haven't needed to do this on my current setup but it worked back when I had the same issues!
ok i tried that and it didn't seem to work at all

BUT it gave me an idea as to how to fix it. so instead of manually messing with the default broken cfg file, i just created a blank file in a separate directory, named it the same as the config file (.cfg file type included) and then just copypasted all the code from the dysfunctional script into it, deleted the old cfg file and replaced it with this new one. and that seems to have fixed it!

i feel like this should be addressed on the installation page on the wiki or something lol
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Old 08-23-2019   #368
Lach
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Quote:
Originally Posted by tabu View Post
ok i tried that and it didn't seem to work at all

BUT it gave me an idea as to how to fix it. so instead of manually messing with the default broken cfg file, i just created a blank file in a separate directory, named it the same as the config file (.cfg file type included) and then just copypasted all the code from the dysfunctional script into it, deleted the old cfg file and replaced it with this new one. and that seems to have fixed it!

i feel like this should be addressed on the installation page on the wiki or something lol
That's basically the same solution yeah, haha.

I actually wrote most of the section on Mac/Linux installation on the wiki, so I will consider adding that now that more than just I have encountered it. Thanks!
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Old 09-28-2019   #369
Rob
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This isn't something that needs to be addressed right now, but you mentioned in the Dev server that you wanted to know what ways it would be useful to alter the ZB interface to be modding friendly, so I want to include a few screenshots for comparing how ZB handles the linedef editing functions and WB handles them. Please ignore the fact that I'm looking at different lines, it's not important.

So obviously, if you right click a linedef in ZB, you get this:
Spoiler:

It just pops up like that. I have issues with the interface, but I'll comment on that after I get to my second WB picture. What I strongly dislike here is that it just shoves a box in your face and says "Here". No real depth of what I can do with any linedef editing features is presented to me. I know there's more, but I also don't know where it is just by this alone. By comparison, here's WB:
Spoiler:

I love this. It presents a ton of options to me, neatly and cleanly. If I wanna edit the properties, it's just a click away. But the vast majority of other functions are presented there as well, and I don't have to go through menus or go digging repeatedly and switch screens and tabs to get to them. They're right there, presented to me just a click away. No trying to remember which tabs had which features if you're going to use something you don't regularly use. What's probably most noteworthy here is that copy/paste/paste properties is immediately accessible on right-click. I can't begin to explain how useful those things in particular being there has been and how much easier my life has been because of it. I want to note that this is also standard behavior for WB across the board. Thing and sector editing also have similar pop-up menus on right click, and they're a godsend. I've missed them so much since I've started using Zone Builder.

Like I said previously, I want to touch on how WB handles its editing dialog box in comparison to ZB's:
Spoiler:

This is actually a bit of a mixed bag. On the one hand, I actually like that Zone Builder just drops all the linedef flags in front of you, rather than being a tiny scroll menu the way WB's is. But good gods is Zone Builder's linedef effect selection a nightmare. I would absolutely love if it used the categorization function WB has. Being able to go to linedef effect type -> linedef effect list is so much better than scrolling through a massive list to get where you want. This is super important to be able to do if you don't know the linedef number of the thing you want, but know the general effect. Intuiting categories is far easier than scrolling huge lists.

I know I'm coming from a position that is probably weird and most people won't understand and may even disagree with on some specifics, but I really recommend going through Workbench to see how it presents options to you. Oogaland wrote it pretty much from ground up, and I was doing a lot of feature requests and bugfixes during its early development, and that included direct back-and-forth on ease of access features. A lot of what it does isn't arbitrary. It's a result of me going through it and saying "I'm trying to do X, right now WB doesn't have X, so what's the best way to make it work?". There are a lot of areas I find ZB to be rather lacking in and I could probably go point-by-point on lots of different features here, but in general WB was built with "What's a good, easy way to present this information?" in mind and ZB feels really clunky to me in that regard.

Last edited by Rob; 09-28-2019 at 07:04 PM.
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Old 09-28-2019   #370
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There's actually a button to the right of the "Action" box that does exactly what you want regarding linedef effects IIRC. Pity it's hidden away like that though.
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Old 09-28-2019   #371
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I mean, you made my point for me. My issue isn't that these features don't exist. It's that they simply aren't intuitive and the interface needs a serious upgrade for ease-of-use
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Old 09-30-2019   #372
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I see the problem, but there's also the space issue to consider here. Putting the categorized linedef list directly into the linedef properties window would require space that I'd have to take away elsewhere, because I can't make the window much bigger without fucking over users with small screen resolutions. WB's linedef window is already too cluttered IMO, so I don't want to start squishing everything together to make space. I'd have to actually take something out. The only thing I can think of at the top of my head is putting the flags in a smaller, scrollable box, but that's the one thing you said you preferred about ZB's window.

I like the context menu idea though. It would go a long way towards solving the problem that a lot of useful feature are hidden in obscure places.

Last edited by MascaraSnake; 09-30-2019 at 06:45 AM.
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Old 10-16-2019   #373
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Okay, here's my dilemma. I really want to get into map design for Kart but I can't seem to install it without Direct X 9. The kicker is that I can't install Direct X 9 because I'm on Windows 10. What should I do? I've asked this same question in the Discord and awaiting a response.
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Old 10-17-2019   #374
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Quote:
Originally Posted by ThunderFlame View Post
The kicker is that I can't install Direct X 9 because I'm on Windows 10.
Windows 10 user over here, it installed just fine for me. As far as I can tell Windows 10 includes DX9, but if you want to be 100% sure you have it you can install the official DirectX End-User Runtimes.
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Old 10-17-2019   #375
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Originally Posted by SCOTT0852 View Post
Windows 10 user over here, it installed just fine for me. As far as I can tell Windows 10 includes DX9, but if you want to be 100% sure you have it you can install the official DirectX End-User Runtimes.
But that's the thing. I can't install Direct X 9, the required version, because it's not compatible with Windows 10. in the system requirements on that website it doesn't list Windows 10. When I try to install it it will just give me the same error message I've been getting claiming it has to be Windows 7, Vista, etc.

EDIT: I was able to get help from the Discord. Please ignore this message. I got ZB working now. Thanks!
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Old 12-07-2019   #376
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I plan on releasing a ZB update with a few small adjustments for 2.2 soon (like getting the new flat alignment setup to display properly). This update will also come with the 2.2 config. In the meantime, ZB 2.9 works for making 2.2 maps.

The config is attached to this post. Here's how you use it: Drop it into ZB's "Configurations" folder. Then, in ZB, go to Tools -> Game Configurations. Check the box that reads "Sonic Robo Blast 2 - 2.2". Under the Resources tab, click "Add resource...". In the window that pops up, go to the "From PK3/PK7" tab and add srb2.pk3. Check the "Exclude this file from testing parameters" box. Then, under the Testing tab, add srb2win.exe as an executable.

Keep in mind that the 2.2 config contains major spoilers! Use it at your own risk if you haven't played through the single player campaign yet!

EDIT: The config is attached to the main post now.

Last edited by MascaraSnake; 6 Days Ago at 07:12 AM.
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Old 12-12-2019   #377
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This is a fantastic piece of software, MascaraSnake! Thanks for making this available to us.

However, I'm not sure it supports pk3s as well as the changelog claims. I can't load zones.pk3 for version 2.2. Is there something different about 2.2's files that ZB can't read them? When I try to open it I get this:

"Could not open the WAD file for reading.
EndofStreamException: Unable to read beyond the end of the stream. Please make sure the file you selected is valid and is not in use by any other application."

I can guarantee that nothing else is using it. Closed all programs that could possibly use it, then used Iobit Unlocker -- says it's not locked, but I do a force unlock anyway.

My suspicion is, aside from that new resource tab devoted to pk3's, most of the rest of the program isn't expecting pk3s as a possibility. It's trying to read a pk3 as a WAD and there's nothing I can do to make it recognize it as a pk3.
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Old 12-12-2019   #378
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Hey, I've noticed that ZB will let you set a flat as a wall texture which will correctly render in the visual mode but which will render as a flat red error texture in game. Shouldn't ZB just flat out ban you from doing this?
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Old 12-13-2019   #379
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Quote:
Originally Posted by Captain Obvious View Post
This is a fantastic piece of software, MascaraSnake! Thanks for making this available to us.

However, I'm not sure it supports pk3s as well as the changelog claims. I can't load zones.pk3 for version 2.2. Is there something different about 2.2's files that ZB can't read them? When I try to open it I get this:

"Could not open the WAD file for reading.
EndofStreamException: Unable to read beyond the end of the stream. Please make sure the file you selected is valid and is not in use by any other application."

I can guarantee that nothing else is using it. Closed all programs that could possibly use it, then used Iobit Unlocker -- says it's not locked, but I do a force unlock anyway.

My suspicion is, aside from that new resource tab devoted to pk3's, most of the rest of the program isn't expecting pk3s as a possibility. It's trying to read a pk3 as a WAD and there's nothing I can do to make it recognize it as a pk3.
I'm getting the same error.
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Old 12-14-2019   #380
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Ah, I figured out the problem. You need to unpack the PK3 file with SLADE first.
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Old 12-21-2019   #381
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Quote:
Originally Posted by Captain Obvious View Post
However, I'm not sure it supports pk3s as well as the changelog claims. I can't load zones.pk3 for version 2.2. Is there something different about 2.2's files that ZB can't read them?
Okay, I see how the changelog might be misleading. ZB only supports PK3s as resource files, not as map files. The reason is that is has support for reading PK3 files (which are really just ZIPs in disguise), but not for writing them. So even if you could open a map in a PK3, you wouldn't be able to edit it. This annoys me too, but unfortunately it's a limitation ZB inherited from GZDB.

Quote:
Originally Posted by Frostav View Post
Hey, I've noticed that ZB will let you set a flat as a wall texture which will correctly render in the visual mode but which will render as a flat red error texture in game. Shouldn't ZB just flat out ban you from doing this?
It should, but this will require some code changes. GZDB was made under the assumption that flats and textures are either completely separate or completely interchangeable. SRB2 can use textures as flats, but not the other way around.
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