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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 (Retired) MascaraSnake is offline
Developer Last Online: Jun 2020

Version: SRB2 Rating: (22 votes - 4.91 average)
Released: 01-05-2016 Last Update: 01-30-2016 Installs: 23
Re-Useable Content 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 map editor designed specifically for SRB2. It's based on GZDoom Builder, itself a comprehensive update of Doom Builder 2.

I no longer maintain Zone Builder. Please refrain from making feature requests. The source code is archived at http://git.magicalgirl.moe/MascaraSnake/ZoneBuilder. If anyone wants to pick up the project, feel free to do so.

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
Visual Mode has support for the following SRB2 features (features in bold haven't been handled properly in a SRB2 map editor before):
  • 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: rendered at full intensity regardless of the specified alpha value)
  • Skies are rendered in Visual Mode
Outside of Visual 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. This makes it easier to set up special effects without having to look up which field does what on the Wiki all the time.



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 have any further questions, please ask in Discord or as a reply to this thread. Happy mapping!

Download Now

File Type: zip Zone Builder Setup.zip (17.32 MB, 7054 views)
File Type: zip SRB2-22.zip (18.9 KB, 1325 views)

Screenshots

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Comments
Old 04-21-2020   #402
flarn2006
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It's not letting me log into the issue tracker with my Github account (yes, it has a Github login option) saying my account was blocked by the Gitlab administrator. I don't think anyone banned me, as I've never been on this Gitlab server before. I tried creating a regular account and now it's telling me my username and email are already taken; despite this, when I try to do a password reset, I don't get an email, not even in my spam.



Anyway, the issue I'm experiencing is this:





I tried removing the spaces around the '=' signs in all the config files (replacing " = " with "=") and it still gives me the same results. Note that I am using Wine to run it, so that might be the cause, but given this is apparently the only SRB2 level editor in active development, it really ought to run on Linux. (Not to imply any of the devs are at all obligated to support it, of course.)
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Old 04-22-2020   #403
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Quote:
Originally Posted by flarn2006 View Post
It's not letting me log into the issue tracker with my Github account (yes, it has a Github login option) saying my account was blocked by the Gitlab administrator. I don't think anyone banned me, as I've never been on this Gitlab server before. I tried creating a regular account and now it's telling me my username and email are already taken; despite this, when I try to do a password reset, I don't get an email, not even in my spam.
Not sure about your ZB issue, but I do know that this is a known issue. Unfortunately, I don't know how (or even if) the issue can be solved.
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Old 04-22-2020   #404
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From what I have read on Discord and the wiki, the eventual goal is to eventually switch the entire SRB2 configuration to UDMF (Universal Doom Mapping Format) so as to allow people to just use Ultimate Doom Editor for level building instead (which will open up modding for Linux users). There are daily commits being made (that works toward this) on GitLab.
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Old 04-22-2020   #405
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another update of ZONE BUILDER!?!?! *but i dont know where to put Srb2 cfg*
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Old 04-26-2020   #406
ARTEZUI
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every time i launch the program (i've updated it to work with 2.2, this appeared in my first launch and every launch afterwards) this error pops up the moment it loads in, and then the program crashes.



have i messed something up? it used to launch perfectly fine when i used it in 2.1

EDIT: this occurs every single time, even on fresh installs, with or without the 2.2 CFG file. i have met all the system requirements and have gone out of my way to triple-check that i do.

Last edited by ARTEZUI; 04-27-2020 at 05:26 PM.
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Old 05-02-2020   #407
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Zone builder seems to ignore casing when loading ressources, which causes sprites with many frames to end up having frames such as A1 and a1 being treated as the same thing. This wouldn't pose much of a problem on its own, however ZB will also refuse to load a ressource that contains "duplicate" lumps which is a bit silly in itself. Would it be possible to have the ressource load in spite of this to avoid having to make separate files or otherwise unecessary changes?
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Old 05-02-2020   #408
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Seconding the above, this is a pretty bad bug. It's impossible to work around in any efficient way, and is really confusing to people who don't already know why it's bugging out.
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Old 05-19-2020   #409
Winins
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I have DirectX 12 installed, but Setup says:
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And when I try to continue Setup:
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How do I continue?
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Old 05-19-2020   #410
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Winins, You have to get the DirectX 9 executable yourself from this page.
https://www.microsoft.com/en-us/down....aspx?id=34429

Once you install it, Zone Builder should run.
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Old 05-20-2020   #411
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Quote:
Originally Posted by Ace Dragon View Post
Winins, You have to get the DirectX 9 executable yourself from this page.
https://www.microsoft.com/en-us/down....aspx?id=34429

Once you install it, Zone Builder should run.
I tried it, and:
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Old 05-22-2020   #412
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I installed zone builder, put in the 2.2 configurations, and did all of the steps so I can start making levels. However, every time I click “new map”, fill out the stuff, and click ok, a whole list of errors pops up, and it says “Error in builder”. Do you know whats going on?
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Old 05-22-2020   #413
Winins
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Continuing from my previous post;

When I run it with Windows 98 compatibility mode, it opens setup for a split second then exits itself.
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Old 05-24-2020   #414
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Well, I have Windows 10 and I downloaded the DirectX 9 redistributable from this site.
https://www.filehorse.com/download-directx-9/

It worked for me and it did not give me any viruses or malware, but please don't rush through the install as it might give the option to add a piece of McAfee junkware (which I checked off).
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Old 05-24-2020   #415
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Would this work with
Sonic Robo Blast Haloween (Sonic Robo Blast II) and/or
Sonic Robo Blast 2 Demos 1 and/or 2
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Old 05-25-2020   #416
Winins
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Quote:
Originally Posted by Ace Dragon View Post
Well, I have Windows 10 and I downloaded the DirectX 9 redistributable from this site.
https://www.filehorse.com/download-directx-9/

It worked for me and it did not give me any viruses or malware, but please don't rush through the install as it might give the option to add a piece of McAfee junkware (which I checked off).
Yep, it installs fine, but ZB still doesn't recognise it. Where should I install it?
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Old 05-28-2020   #417
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Quote:
Originally Posted by SIG7 View Post
Would this work with
Sonic Robo Blast Haloween (Sonic Robo Blast II) and/or
Sonic Robo Blast 2 Demos 1 and/or 2
You'd have to make your own configurations, only 2.1, 2.2, Kart, and Top Down are supported.
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Old 4 Weeks Ago   #418
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Is there going to be a version for Linux? (And/or Mac?)
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Old 3 Weeks Ago   #419
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I have stopped maintaining Zone Builder. Please refrain from making feature requests in the future. The source code is archived at http://git.magicalgirl.moe/MascaraSnake/ZoneBuilder. If anyone wants to pick up the project, feel free to do so.
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Old 3 Weeks Ago   #420
Goldenhog
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Huh. You had the purple admin user title yesterday. Guess some stuff went down.

Real shame it's getting discontinued. I thought the reason there weren't any new versions in a while was because you were waiting for UDMF.
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Old 3 Weeks Ago   #421
MascaraSnake
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That was indeed the reason. But I'm not working on UDMF anymore either.
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