[SVN Info] Doom Builder 2, GZDoom Builder, Builder64

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Re: [SVN Info] Doom Builder 2, GZDoom Builder, Builder64

Post by Tiger » Mon Jul 07, 2014 19:51

A new SVN build of GZDoom Builder is now available @ revision 1969

Code: Select all

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r1969 | m-x-d | 2014-07-07 09:48:29 -0500 (Mon, 07 Jul 2014) | 2 lines

When "MixTexturesFlats" flag is set in a game configuration, textures defined in TEXTURES or placed between TX_START and TX_END markers must override "regular" flats (ZDoom behavior).
Updated documentation.
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r1968 | m-x-d | 2014-07-07 09:17:49 -0500 (Mon, 07 Jul 2014) | 3 lines

Linedefs Mode: "Flip Sidedefs" action will no longer flip one-sided lines.
Linedefs Mode: "Flip Linedefs" action now tries to align linedefs, so their front (or back) point towards the same sector.
Sectors Mode: "Flip Linedefs" action is now available form this mode, and it will also try to align linedefs, so their front (or back) point towards the same sector.
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r1967 | m-x-d | 2014-07-07 03:42:46 -0500 (Mon, 07 Jul 2014) | 1 line

When "MixTexturesFlats" flag is set in a game configuration, textures defined in TEXTURE[S|x] must override "regular" flats (ZDoom behavior).
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Re: [SVN Info] Doom Builder 2, GZDoom Builder, Builder64

Post by Tiger » Fri Jul 11, 2014 16:11

A new SVN build of GZDoom Builder is now available @ revision 1972

Code: Select all

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r1972 | m-x-d | 2014-07-11 06:00:24 -0500 (Fri, 11 Jul 2014) | 1 line

"Texture 'XXX' is double defined in resource 'YYY'." warning is no longer displayed if a texture contains a patch with the same name as the texture.  
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r1971 | m-x-d | 2014-07-11 05:46:10 -0500 (Fri, 11 Jul 2014) | 1 line

Classic modes: you can now hold ALT key while dragging map items to lock movement to grid increments relative to initial position.
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r1970 | m-x-d | 2014-07-11 05:13:26 -0500 (Fri, 11 Jul 2014) | 3 lines

Script type can now be chosen when creating a new map and changed in Map Options form.
BCC script compiler (https://github.com/wormt/bcc/) is now bundled with GZDB.
Main Form, "File" menu: only existing files are now added to the "recent files" list.
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Re: [SVN Info] Doom Builder 2, GZDoom Builder, Builder64

Post by Tiger » Fri Jul 11, 2014 17:39

I will not be able to generate any new builds for - maybe for 7 days(?). But, for those that want to keep up with GZDoom Builder's latest developments, feel free to use Bootless Star to - easily compile the project.
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Re: [SVN Info] Doom Builder 2, GZDoom Builder, Builder64

Post by MaxED » Mon Jul 14, 2014 9:27

Can you remove GZDoomBuilder-r1972.7z from the site? There's a serious bug, because of which SCRIPTS lump will be removed when saving a map.

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Re: [SVN Info] Doom Builder 2, GZDoom Builder, Builder64

Post by Tiger » Mon Jul 14, 2014 9:32

I don't really know the policy about deleting builds, but what I did instead - was change the file permissions. It'll still be listed on the DRDTeam site, but the general public can not download it. For those that try to access it, they'll get a 'Forbidden' error screen. In addition, if incase you need this build available later on, for whatever reason, - it will still here and can be re-accessed by special request only. Hopefully this should suffice?

Furthermore, I might(?) try to get another build up. There's a bit of time and resources available for right now for me to put up a build or two, but don't consider it reliable -- meaning if something comes up, I wont bother with the builds until everything is settled.
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Re: [SVN Info] Doom Builder 2, GZDoom Builder, Builder64

Post by Tiger » Mon Jul 14, 2014 17:45

A new SVN build of GZDoom Builder is now available @ revision 1975

Code: Select all

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r1975 | m-x-d | 2014-07-14 03:33:03 -0500 (Mon, 14 Jul 2014) | 5 lines

Fixed 2 bugs introduced in r1970:
Script names/numbers cache was not updated (no scripts were shown in the drop downs when using script setting actions).
SCRIPTS lump was not saved when saving a map.


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r1974 | m-x-d | 2014-07-12 08:22:25 -0500 (Sat, 12 Jul 2014) | 1 line

Updated MakeSVNRelease.bat
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r1973 | m-x-d | 2014-07-12 08:10:41 -0500 (Sat, 12 Jul 2014) | 2 lines

Script type can now be chosen when opening a map.
Updated documentation.
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Re: [SVN Info] Doom Builder 2, GZDoom Builder, Builder64

Post by Tiger » Tue Jul 15, 2014 17:43

A new SVN build of GZDoom Builder is now available @ revision 1978

Code: Select all

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r1978 | m-x-d | 2014-07-15 03:50:52 -0500 (Tue, 15 Jul 2014) | 2 lines

ImageBrowserControl was not shown in Visual Studio's Designer view.
Redesigned Texture Set Form a bit.
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r1977 | m-x-d | 2014-07-15 03:22:45 -0500 (Tue, 15 Jul 2014) | 2 lines

Updated ZDoom_ACS.cfg and BCC.cfg: more info is now shown in helper popups for all ACS functions (not Action specials). Also, 3 functions (namely SpawnDecal, GetActorPowerupTics and CheckFont) were missing form these configs.
Image Browser control: item selection event was triggered twice.
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r1976 | m-x-d | 2014-07-15 03:08:57 -0500 (Tue, 15 Jul 2014) | 2 lines

Fixed a crash introduced in r1972 when trying to add second patch with the same name to a texture.
"Texture 'XXX' is double defined in resource 'YYY'." warning is no longer displayed if a TEXTURE1/2 texture contains a patch with the same name as the texture.  
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Re: [SVN Info] Doom Builder 2, GZDoom Builder, Builder64

Post by Tiger » Fri Jul 18, 2014 9:30

A new SVN build of GZDoom Builder is now available @ revision 1984

Code: Select all

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r1984 | m-x-d | 2014-07-17 04:01:56 -0500 (Thu, 17 Jul 2014) | 2 lines

Updated Zandronum compiler
MapSet: should probably clamp parsed selection group, because you never know...
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r1983 | m-x-d | 2014-07-17 03:49:37 -0500 (Thu, 17 Jul 2014) | 1 line

Updated Zandronum compiler
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r1982 | m-x-d | 2014-07-17 03:15:06 -0500 (Thu, 17 Jul 2014) | 1 line

Visual mode: unrelated sidedefs were selected when trying to select empty texture using "Select with the same textures" action.
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r1981 | m-x-d | 2014-07-16 08:40:42 -0500 (Wed, 16 Jul 2014) | 2 lines

Game Configurations form: game configurations can now be copied and pasted (a context menu is now available in the game configurations list).
Updated documentation.
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r1980 | m-x-d | 2014-07-16 04:47:23 -0500 (Wed, 16 Jul 2014) | 1 line

Script Editor: functions are now shown in the script selector drop-down.
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r1979 | m-x-d | 2014-07-16 04:45:04 -0500 (Wed, 16 Jul 2014) | 2 lines

Selection groups are now stored in the map's .dbs file.
Rewritten Add to/Select/Clear group Edit menu handling.
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Re: [SVN Info] Doom Builder 2, GZDoom Builder, Builder64

Post by Tiger » Fri Jul 18, 2014 21:05

A new SVN build of GZDoom Builder is now available @ revision 1987

Code: Select all

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r1987 | m-x-d | 2014-07-18 10:11:37 -0500 (Fri, 18 Jul 2014) | 4 lines

Sectors mode: things inside of selected sectors can be moved when dragging sectors. This behavior can be toggled by the new button on Sectors mode's toolbar.
Sectors mode: changed Alt-key handling. Now it only enables "snap to grid increment" mode.
Things mode: "snap to grid increment" mode now works in this mode.
Updated documentation.
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r1986 | m-x-d | 2014-07-18 06:25:08 -0500 (Fri, 18 Jul 2014) | 3 lines

Visual mode: some parts of 3d floor were shown even when it was above real ceiling/below real floor.
Visual mode: real floor was colored by 3d floor's color even when it was below real floor.
Action Browser form: keyboard focus is now set to Filter text box by default.
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r1985 | m-x-d | 2014-07-18 05:50:31 -0500 (Fri, 18 Jul 2014) | 1 line

Added "Reset" button to Tag selector control. 
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Re: [SVN Info] Doom Builder 2, GZDoom Builder, Builder64

Post by NeoHippo » Thu Aug 07, 2014 15:55

I've been using Bootless Star 7.5 to compile some GZDB versions and recently tried Aditi. Without success.
It seems that, whatever I do to setup the various paths, it just will not work for me.

Is there a guide somewhere which explains how to set up Aditi properly to run for GZDoom Builder versions?

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Re: [SVN Info] Doom Builder 2, GZDoom Builder, Builder64

Post by Tiger » Thu Aug 07, 2014 19:10

NeoHippo wrote:It seems that, whatever I do to setup the various paths, it just will not work for me.
What happens when you try to setup the program, and what are you trying to configure?
NeoHippo wrote:Is there a guide somewhere which explains how to set up Aditi properly to run for GZDoom Builder versions?
Would be nice, but - there is no survival guides on how to use the program. I was kinda hoping that the new foundation would be easier on everyone as the program will try to find the resources on its own, thus - giving the user less worries to configure the program and point to directory paths...
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Re: [SVN Info] Doom Builder 2, GZDoom Builder, Builder64

Post by Tiger » Thu Aug 14, 2014 21:06

I'll try to work on the documentation. I spoke with one of my professors about this program, and he gave me some tips on how to write up documentation for this beast (without going all 'John Carmack' on it). So, give me some time and I'll slowly write up 'basic' documentation and post them on the ZDoom Wiki under my user space.

But feel free to ask me for help, I don't mind helping -- especially since I wrote this software from the ground up and understand the inner workings :P
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Re: [SVN Info] Doom Builder 2, GZDoom Builder, Builder64

Post by NeoHippo » Tue Sep 02, 2014 20:14

Finally I have some more time to take another crack at ADITI.

I installed the folders according to DirectoryHierarchyTree.txt and, hopefully, the correct
batch files. Then I went to [5] Settings and [2] Directory Setup and specified these paths:
Spoiler:
But, where do I specify the link to the SVN repository?

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Re: [SVN Info] Doom Builder 2, GZDoom Builder, Builder64

Post by Tiger » Tue Sep 02, 2014 21:03

Wow version 1.1 :shock:
I can see why you have problems; please upgrade to Bootless Star 1.5.2 since the foundation has been re-wrote and is - generally much more improved. Your life will be much easier :D
In addition, be sure to fetch the latest versions of the modules aswell.

NOTE: You can not use your preset from version 1.1 with 1.5.2 due to identifier changes and the use of 'key chain' model.
Version 1.2 [revision 549]
==========================
--------------------------
19 Feb. 2014
----

[...]
* During the initialization period, the core will attempt to find the host system's .NET foundations.
* During the initialization period, the core will try to find Visual Studio, HTML Workshop, Inno setup, 7Zip, and SVN commandline tools.
[...]

Furthermore, when you run the Directory Setup setting (regardless of what program\module), just have the program point to the normal install directory path. For example, if you have 7zip installed on: C:\Program Files\7Zip\7za.exe, then tell the Bootless Star program to use that location. Hopefully you shouldn't need to go through these setups once you upgrade to v. 1.5.2. You will, however have to use the setup directory for the DB2\DB64\GZDB modules. To do this, just point the main project's solution root. Might be confusing for what I just said, but as of today, here's the links to use:
  • Doom Builder 2:
    • <pathToProjectsSVNLocalDirectory>\Doombuilder\trunk\
    Doom Builder 64:
    • <pathToProjectsSVNLocalDirectory>\Doombuilder\branches\Builder64\
    GZDoom Builder:
    • <pathToProjectsSVNLocalDirectory>\Doombuilder\branches\GZDoomBuilder\
    Examples:
    • C:\Users\Administrator\Doombuilder\branches\Builder64
      C:\Users\Guest\Doombuilder\trunk
      E:\Projects\Subversion\Doombuilder\branches\Builder64
      F:\Doombuilder\trunk
Once you have successfully setup the configurations for the module(s), just update your preset in the modules setting menu. Though, do be-sure you have first created a new preset file from 'Bootless Star' first, before saving from a module.

Moreover, besure that you have the Doombuilder local working copy on your host system. Bootless Star can not remotely fetch the contents from a server database, it will only use the local working copy that is provided by the user and system. Using PowerShell, you can use the SVN CUI toolset to do the following:

Code: Select all

cd ~;    # go-to your home directory -- this is really %UserProfile% identifier used in the system and the Batch shell.
mkdir ".\SVN Projects";     # make a new directory in your home, this will soon contain the Doombuilder contents
cd ".\SVN Projects";     # go-to our newly created directory

svn checkout https://svn.code.sf.net/p/doombuilder/code .\Doombuilder\;    # Here, we are pulling entire Doombuilder source into the specified path.  We will need this for Bootless Star.
PS_SVNCheckoutExample.png
If you receive an error when using the 'svn' command, besure that you have TortoiseSVN Commandline tools installed.
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Re: [SVN Info] Doom Builder 2, GZDoom Builder, Builder64

Post by NeoHippo » Thu Sep 04, 2014 0:03

Thanks for all that information. Unfortunately it is way over my head.

Let me point you to what I have done so far.

[edit]
removed link
Last edited by NeoHippo on Thu Sep 04, 2014 22:46, edited 1 time in total.

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