Doom Builder definition file

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Lexus Alyus
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Doom Builder definition file

Post by Lexus Alyus »

Could someone be so kind as to post a Doom Builder definition file please? I'm not too clued up on what needs to be added and stuff... I also don't know how to edit a DB def file... it would probably take a few secconds to learn, but I feel that it would be better coming from the source (graf) as it would have everything that it needs :).

Thanks in advanski :).

:twisted:
LK873
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Post by LK873 »

I'll quickly do one with special 160 and 161 :) (Or try at least)
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Graf Zahl
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Post by Graf Zahl »

Linedefs 160 and 161 are the only new line types.

For things it's a little more: There's Vavoom's lights and slope creators (1500-1503) (but really, who wants to use Vavooms slope creators? ZDoom's are so much better.) ;)

Aside from that there are the ZDoomGL light things 9800-9804, 9820-9824 which have to be added, but that's it.
LK873
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Post by LK873 »

hey Graf can you quickly link me to the light docs for ZDoomGL so I can add the thing types?

[edit]
Nevermind I found the link (more like remember it ;)) but there's one problem, AFAiCT the Vavoom wiki is down :(
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Graf Zahl
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Post by Graf Zahl »

It is down but all you need is:

Thing 1502 static white light
Thing 1503 static colored light
Line 160 Create 3D floor

Please don't add the things 1500 and 1501 to an editor config. I'd rather see mappers use the ZDoom methods to create slopes.
LK873
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Location: Ontario, Canada

Post by LK873 »

wow, this is probably the most retarded error, considering I never MADE one in the config AFAICT, it says line 3655 cannot be parsed, this is line 3655:

zdoomgl

This is the whole block

zdoomgl
{
color = 15;
arrow = 0;
title = "ZDoomGL";
width = 16;
sort = 1;
height = 1;
hangs = 0;
blocking = 0;
9800
{
title = "Point Light";
arg1 = "Red";
arg2 = "Green";
arg3 = "Blue";
arg4 = "Intensity";
}
9801
{
title "Pulsing Light";
arg1 = "Red";
arg2 = "Green";
arg3 = "Blue";
arg4 = 'Start Intensity";
arg5 = "End Intensity";
}
9802
{
title = "Flickering Light";
arg1 = "Red";
arg2 = "Green";
arg3 = "Blue";
arg4 = "Primary Intensity";
arg5 = "Secondary Intensity";
}
9803
{
title = "Sector Point Light";
arg1 = "Red";
arg2 = "Green";
arg3 = "Blue";
arg4 = "Intensity Scale";
}
9804
{
title = "Random Flickering Light";
arg1 = "Red";
arg2 = "Green";
arg3 = "Blue";
arg4 = "Min Intensity";
arg5 = "Max Intensity";
}

}

WTF? I don't see what's wrong with this.
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WastedYouth
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Post by WastedYouth »

I made one last night.

LK873, take a close look at what I bolded.
LK873 wrote:9801
{
title "Pulsing Light";
arg1 = "Red";
arg2 = "Green";
arg3 = "Blue";
arg4 = 'Start Intensity";
arg5 = "End Intensity";
}
[REMOVED CONFIG - FOUND A PROBLEM IN IT]
[FIXED]
Attachments
GZDoomCFG.zip
Doom Builder Config file for GZDoom
(11.53 KiB) Downloaded 317 times
Last edited by WastedYouth on Thu Sep 01, 2005 1:41, edited 1 time in total.
LK873
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Joined: Tue Aug 30, 2005 23:57
Location: Ontario, Canada

Post by LK873 »

Wow, those are some STU-PID mistakes! >_>

Anyway, your attatchment seems to be broken, so I uploaded mine here.
NOTE: You'll need to right-click an[d save as to get it.

[edit]
Just updated and uploaded the config with line types 160, 161 and the ZDoomGL lights, I believe that's it unless I add the vavoom slope things (Which, IIRC, Graf said wasn't a good idea)
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Lexus Alyus
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Post by Lexus Alyus »

Thanks guys, you all rock :D.

:twisted:
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Jive
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Post by Jive »

This entry has been added:

// Engine specific features
mixtexturesflats = 1;

Original trick by chopkinsca here
Attachments
GZDoomCFG.zip
Thanks to chopkinsca:
mixtexturesflats = 1
(11.81 KiB) Downloaded 252 times
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