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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: May 2020

Version: SRB2 Rating: (22 votes - 4.91 average)
Released: 01-05-2016 Last Update: 01-30-2016 Installs: 23
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 While there have been map editors for SRB2 before, they're all outdated, buggy and abandoned by now - making you jump through hoops to get things done.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, 6266 views)
File Type: zip SRB2-22.zip (18.9 KB, 807 views)

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Comments
Old 12-23-2019   #382
MascaraSnake
aka SpiritCrusher
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Quote:
Originally Posted by MascaraSnake View Post
SRB2 can use textures as flats, but not the other way around.
...sometimes if you wait long enough, problems solve themselves. Jimita just added support for using flats as textures, so this will be moot come 2.2.1.
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Old 12-23-2019   #383
elvinkonohana
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Quote:
Originally Posted by MascaraSnake View Post
...sometimes if you wait long enough, problems solve themselves. Jimita just added support for using flats as textures, so this will be moot come 2.2.1.
Wait, does this mean flats wouldn't be needed soon and maybe outright removed?
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Old 12-24-2019   #384
RomioTheBadass
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Was "Sector Flat Alignment" changed for 2.2? seems some of my 2.1 maps flat alignments broke even though they look fine in editor (and yes I am using the 2.2 config)

For some reason I can't test the map directly from the editor eventhough I have it set up correctly, both srb2.pk3 and my own custom resources are loaded in the resources under map options but I keep getting this:

Code:
Compiled for SDL version: 2.0.10
Linked with SDL version: 2.0.10
Setting up SRB2...


Sonic Robo Blast 2
Copyright (C) 1998-2019 by Sonic Team Junior

This program comes with ABSOLUTELY NO WARRANTY.

This is free software, and you are welcome to redistribute it
and/or modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2 of
the License, or (at your option) any later version.
See the 'LICENSE.txt' file for details.

Sonic the Hedgehog and related characters are trademarks of SEGA.
We do not claim ownership of SEGA's intellectual property used
in this program.

Looking for WADs in: SRB2WADDIR,.
Z_Init(): Init zone memory allocation daemon. 
System memory: 2047MB - Free: 2047MB
I_StartupTimer()...
W_InitMultipleFiles(): Adding IWAD and main PWADs.
Added file E:\SRB2\srb2.pk3 (12489 lumps)
Loading SOC from E:\SRB2\srb2.pk3|SOC/SOC_TITL
Loading SOC from E:\SRB2\srb2.pk3|SOC/SOC_LETR
Loading SOC from E:\SRB2\srb2.pk3|SOC/Tutorial
Added file E:\SRB2\zones.pk3 (141 lumps)
Loading SOC from E:\SRB2\zones.pk3|SOC/SOC_EMBM
Loading SOC from E:\SRB2\zones.pk3|SOC/SOC_HEAD
Loading SOC from E:\SRB2\zones.pk3|SOC/SOC_SECR
Added file E:\SRB2\player.dta (1816 lumps)
Loading SOC from E:\SRB2\player.dta|SOC_PLAY
Added file E:\SRB2\music.dta (170 lumps)
ERROR: E:\SRB2\srb2.pk3 is already loaded
Added file E:\SRB2\custom\ld_res.pk3 (445 lumps)
Loading SOC from E:\SRB2\custom\ld_res.pk3|soc/MAINCFG
Loading SOC from E:\SRB2\custom\ld_res.pk3|soc/OBJCTCFG
Added file E:\SRB2\custom\MAP09.wad (11 lumps)

I_Error(): A WAD file was not found or not valid.
Check the log to see which ones.

I_ShutdownGraphics(): graphics never started
I_ShutdownSystem(): end of logstream.
I had to manually set up a batch file to load both the resources file and the map file and warp to solve it. How do I fix this?

E: Looks like Zoom Tubes also changed in how they work, Man this is going to be fun to fix.
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Last edited by RomioTheBadass; 12-24-2019 at 04:50 PM.
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Old 12-24-2019   #385
Zach The Dark Aura
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Default Will there be a Mac port?

I would love to use this software to make stages fro srb2 but it seems that this software is exclusive to windows, and I would like to know if you have plans to make a port for mac (I tried running it on wine but that does not work.)
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Old 12-24-2019   #386
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Will a config for SRB2 Doom Builder be available? The inability to let me edit sectors within a sector is too grating for me to use this despite the enhanced performance.
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Old 12-25-2019   #387
fickleheart
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Quote:
Originally Posted by RomioTheBadass View Post
Was "Sector Flat Alignment" changed for 2.2? seems some of my 2.1 maps flat alignments broke even though they look fine in editor (and yes I am using the 2.2 config)
It was changed so that the flats align to the location of the linedef's first vertex, and are rotated to match the linedef's angle. The editor doesn't reflect this change yet, so you'll have to test it in-game to see if the alignment works. The wiki might have already had its example map updated to reflect the change if you need a reference; if not, you can check any Kart map that uses flat alignment to see how it works.

Quote:
Originally Posted by RomioTheBadass View Post
For some reason I can't test the map directly from the editor eventhough I have it set up correctly, both srb2.pk3 and my own custom resources are loaded in the resources under map options but I keep getting this:
You need to go to the resource options for srb2.pk3 and enable "Exclude this resource from testing parameters". You're getting that error because SRB2 is being told by ZB to load the file again even though it already exists.
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Old 12-25-2019   #388
MascaraSnake
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Quote:
Originally Posted by elvinkonohana View Post
Wait, does this mean flats wouldn't be needed soon and maybe outright removed?
2.2.0 already has support for using textures in place of flats. It's the other way around (using flats in place of textures) that had been missing so far.

Quote:
Originally Posted by RomioTheBadass View Post
Was "Sector Flat Alignment" changed for 2.2? seems some of my 2.1 maps flat alignments broke even though they look fine in editor (and yes I am using the 2.2 config)
Yes. I haven't gotten around to updating ZB yet, so they display incorrectly in Visual Mode. The wiki page has already been updated: https://wiki.srb2.org/wiki/Linedef_type_7

Quote:
Originally Posted by Zach The Dark Aura View Post
I would like to know if you have plans to make a port for mac
No, sorry. This is just a fork of GZDoom Builder with some changes to make it more SRB2-friendly. I don't have the time or the knowledge to make a Mac port, so unless GZDoom Builder (or rather its successor, Ultimate Doom Builder) adds Mac support, there's nothing I can do.

Quote:
Originally Posted by verifiaman View Post
Will a config for SRB2 Doom Builder be available?
No, at least not an official one.

Quote:
Originally Posted by verifiaman View Post
The inability to let me edit sectors within a sector
I'm not sure what you mean by this.
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Old 12-25-2019   #389
verifiaman
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Quote:
Originally Posted by MascaraSnake View Post
2.2.0 already has support for using textures in place of flats. It's the other way around (using flats in place of textures) that had been missing so far.


Yes. I haven't gotten around to updating ZB yet, so they display incorrectly in Visual Mode. The wiki page has already been updated: https://wiki.srb2.org/wiki/Linedef_type_7


No, sorry. This is just a fork of GZDoom Builder with some changes to make it more SRB2-friendly. I don't have the time or the knowledge to make a Mac port, so unless GZDoom Builder (or rather its successor, Ultimate Doom Builder) adds Mac support, there's nothing I can do.


No, at least not an official one.


I'm not sure what you mean by this.



I mean when you create a Sector in Zone Builder, you can select the Sector height as well as the textures for the Linedefs as well as any special tags for that line. Making another Sector within a Sector, like a tree on a flat patch of land, doesn't give me that option. It just makes it, and I have to edit the settings manually.


I remember someone telling me it's a fault of the source engine, so I was wondering if the engine was updated enough to let this not be an issue.
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Old 12-28-2019   #390
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Originally Posted by verifiaman View Post
I mean when you create a Sector in Zone Builder, you can select the Sector height as well as the textures for the Linedefs as well as any special tags for that line. Making another Sector within a Sector, like a tree on a flat patch of land, doesn't give me that option. It just makes it, and I have to edit the settings manually.


I remember someone telling me it's a fault of the source engine, so I was wondering if the engine was updated enough to let this not be an issue.
weird, does for me -
and turning off 'edit sector properties when drawing a new sector' changes the behavior in both cases. i don't know of any other options that would affect this. maybe try a fresh install? (your prefs are in the install folder if you want to back them up before doing this)
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Old 12-29-2019   #391
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Originally Posted by shado View Post
weird, does for me -
and turning off 'edit sector properties when drawing a new sector' changes the behavior in both cases. i don't know of any other options that would affect this. maybe try a fresh install? (your prefs are in the install folder if you want to back them up before doing this)



Sorry. I meant after you do what you showed in the image above. You can edit the sky and floors, but not the walls.
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Old 12-30-2019   #392
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for walls you have to be in linedef mode.
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Old 12-30-2019   #393
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for walls you have to be in linedef mode.

I know. That's the same as in SRB2 Doom Builder. Wow that initial post of mine didn't detail my problems correctly


I mean that if I make say, a small hole in a field while in linedef mode, it only lets me select the ceiling and floor height and flats, then exits out to the base editor. I've always had the option to edit sector properties when creating a new sector active, but that doesn't automatically open up the linedef properties (tagging, textures etc) upon creation of the sector. I have to click on the sector manually, then highlight the lines i want to edit, then input the textures that way.
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Old 12-30-2019   #394
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It sounds like you might be describing something from another Doom source port like maybe BOOM or GZDoom.

If you make a hole in a field, you should be in sector mode. Linedef mode will only give you the lines for the hole. Linedef mode also doesn't allow you to edit the floor nor ceiling.

If I want to make a tree, I have to draw the trunk in either linedef or sector mode, then the sector for the leaf FOF. the control sector for said fof, rais the floor of the trunk in sector mode, and apply the textures in either mode.

Or I just do the sector drawing stuff in sector/lindef modes and do my texturing and floor raising in 3dmode.
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Old 12-30-2019   #395
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Originally Posted by glaber View Post
It sounds like you might be describing something from another Doom source port like maybe BOOM or GZDoom.

If you make a hole in a field, you should be in sector mode. Linedef mode will only give you the lines for the hole. Linedef mode also doesn't allow you to edit the floor nor ceiling.

If I want to make a tree, I have to draw the trunk in either linedef or sector mode, then the sector for the leaf FOF. the control sector for said fof, rais the floor of the trunk in sector mode, and apply the textures in either mode.

Or I just do the sector drawing stuff in sector/lindef modes and do my texturing and floor raising in 3dmode.



Ok I just went into SRB2 Doom Builder to remind myself what I'm talking about. It's been a while.


I make a sector, any sector, regardless of if I am in Linedef or Sector mode, after selecting the ceiling and floor flats, heights, and sector effects, I press OK, and the window immediately changes to the window that lets me select the textures for the walls, tags for the lines, and so on. I remember MascaraSnake telling me long back, I think two years ago, that the feature wasn't available at the time because it wasn't available in ZoneBuilder's source engine.
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Old 01-18-2020   #396
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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?

The problem is that those files have byte order markings (BOM).

You can remove them using

Code:
LC_ALL=C sed -i '1s/^\xEF\xBB\xBF//' Srb2-21slopeszb.cfg SRB2Kart-10.cfg Srb2TD-10.cf
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Old 02-20-2020   #397
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Hi, i have an issue (ZB crashes on startup, also sorry for Hungarian language below)

Spoiler: WARNING: Wall of text crash log
***********SYSTEM INFO***********
OS: Microsoft Windows 10 Enterprise
GPU: AMD Radeon HD 7480D
Zone Builder: v2.9

********EXCEPTION DETAILS********
System: A(z) „System.Xml.ValidationType” típus nem tölthető be a(z) „System.Xml, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089” szerelvényből az értéktípus eltérése miatt.
a következő helyen: System.Uri.ParseConfigFile(String file, IdnScopeFromConfig& idnStateConfig, IriParsingFromConfig& iriParsingConfig)
a következő helyen: System.Uri.GetConfig(UriIdnScope& idnScope, Boolean& iriParsing)
a következő helyen: System.Uri.InitializeUriConfig()
a következő helyen: System.Uri.InitializeUri(ParsingError err, UriKind uriKind, UriFormatException& e)
a következő helyen: System.Uri.CreateThis(String uri, Boolean dontEscape, UriKind uriKind)
a következő helyen: System.Uri..ctor(String uriString)
a következő helyen: System.Drawing.Icon.ExtractAssociatedIcon(String filePath, Int32 index)
a következő helyen: System.Drawing.Icon.ExtractAssociatedIcon(String filePath)
a következő helyen: CodeImp.DoomBuilder.GZBuilder.Data.EngineInfo.Chec kProgramName()
a következő helyen: CodeImp.DoomBuilder.Config.ConfigurationInfo..ctor (Configuration cfg, String filename)
a következő helyen: CodeImp.DoomBuilder.General.LoadAllGameConfigurati ons()
a következő helyen: CodeImp.DoomBuilder.General.Main(String[] args)

***********ACTIONS LOG***********
************************************************** *********
ERROR: System: A(z) „System.Xml.ValidationType” típus nem tölthető be a(z) „System.Xml, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089” szerelvényből az értéktípus eltérése miatt.
************************************************** *********
Registered game configuration 'Hexen: Hexen (Hexen format)' from 'Hexen_HexenHexen.cfg'
Registered game configuration 'Heretic: Heretic (Doom format)' from 'Heretic_HereticDoom.cfg'
Registered game configuration 'GZDoom: Strife (UDMF)' from 'GZDoom_StrifeUDMF.cfg'
Registered game configuration 'GZDoom: Strife (Hexen format)' from 'GZDoom_StrifeHexen.cfg'
Registered game configuration 'GZDoom: Strife (Doom format)' from 'GZDoom_StrifeDoom.cfg'
Registered game configuration 'GZDoom: Hexen (UDMF)' from 'GZDoom_HexenUDMF.cfg'
Registered game configuration 'GZDoom: Hexen (Hexen format)' from 'GZDoom_HexenHexen.cfg'
Registered game configuration 'GZDoom: Heretic (UDMF)' from 'GZDoom_HereticUDMF.cfg'
Registered game configuration 'GZDoom: Heretic (Hexen format)' from 'GZDoom_HereticHexen.cfg'
Registered game configuration 'GZDoom: Heretic (Doom format)' from 'GZDoom_HereticDoom.cfg'
Registered game configuration 'GZDoom: Doom 2 (UDMF)' from 'GZDoom_DoomUDMF.cfg'
Registered game configuration 'GZDoom: Doom 2 (Hexen format)' from 'GZDoom_DoomHexen.cfg'
Registered game configuration 'GZDoom: Doom 2 (Doom format)' from 'GZDoom_DoomDoom.cfg'
Registered game configuration 'Doom: Doom (Doom format)' from 'Doom_DoomDoom.cfg'
Registered game configuration 'Doom: Doom 2 (Doom format)' from 'Doom_Doom2Doom.cfg'
Registered game configuration 'Boom: Doom (Doom format)' from 'Boom_DoomDoom.cfg'
Registered game configuration 'Boom: Doom 2 (Doom format)' from 'Boom_Doom2Doom.cfg'
Loading game configurations...
Loading plugin 'VisplaneExplorer' from 'VisplaneExplorer.dll'...
Binding action methods for BuilderPlug object...
Loading plugin 'TagRange' from 'TagRange.dll'...
Loading plugin 'TagExplorer' from 'TagExplorer.dll'...
Binding action methods for BuilderPlug object...
Loading plugin 'StairSectorBuilder' from 'StairSectorBuilder.dll'...
Binding action methods for BuilderPlug object...
Loading plugin 'SoundPropagationMode' from 'SoundPropagationMode.dll'...
Binding action methods for BuilderPlug object...
Loading plugin 'NodesViewer' from 'NodesViewer.dll'...
Loading plugin 'CommentsPanel' from 'CommentsPanel.dll'...
Binding action methods for BuilderPlug object...
Loading plugin 'ColorPicker' from 'ColorPicker.dll'...
Binding action methods for BuilderPlug object...
Loading plugin 'BuilderEffects' from 'BuilderEffects.dll'...
Binding action methods for BuilderPlug object...
Loading plugin 'BuilderModes' from 'BuilderModes.dll'...
Loading plugins...
Starting Direct3D graphics driver...
Showing main interface window...
Loading main interface window...
Binding static action methods for class General...
Starting action manager...
Loading program configuration...
Command-line arguments: ""
Local settings path: "C:\Users\Csombordi Tamás\AppData\Local\Zone Builder"
Temporary path: "C:\Users\Csombordi Tamás\AppData\Local\Temp\"
Application path: "C:\nonadprogrs\ZoneBuilder"
Zone Builder v2.9 startup
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Old 03-20-2020   #398
Nicholas the Hedgefox
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Now i want a computer/laptop/desktop. I can finally make a normal map without learning all the hassle. Thank you for making this and i can use this for making my dream game in srb2!
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Old 03-29-2020   #399
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I finally got around to making some much-needed adjustments to the 2.2 config, such as adding two missing linedef types and adjusting a bunch of flag labels. You can download the updated config from the opening post.
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Old 04-16-2020   #400
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How do you do FOFs?
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Old 04-16-2020   #401
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The Zone Builder Tutorial on the wiki explains all the basics, including how to make FOFs.
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