Page 1 of 1

Doom Builder definition file

Posted: Wed Aug 31, 2005 21:09
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:

Posted: Wed Aug 31, 2005 21:45
by LK873
I'll quickly do one with special 160 and 161 :) (Or try at least)

Posted: Wed Aug 31, 2005 21:56
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.

Posted: Wed Aug 31, 2005 21:59
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 :(

Posted: Wed Aug 31, 2005 22:20
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.

Posted: Wed Aug 31, 2005 22:41
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.

Posted: Thu Sep 01, 2005 0:55
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]

Posted: Thu Sep 01, 2005 1:19
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)

Posted: Thu Sep 01, 2005 14:21
by Lexus Alyus
Thanks guys, you all rock :D.

:twisted:

Posted: Wed Jul 26, 2006 12:41
by Jive
This entry has been added:

// Engine specific features
mixtexturesflats = 1;

Original trick by chopkinsca here