MikeyScoots Posted May 20, 2009 Snap a crack lack Damnnnnnnnnnnn! Maybe I'll get back into mapping finally. Gotta check this out at as soon as I get home. Also, could someone answer this: I've checked the site and seen screenies but what is the overall difference between 1 and 2 that makes it much easier on us the mappers? Thanks. 0 Share this post Link to post
KennyJC Posted May 21, 2009 First impressions are really good... Doesn't run slow on my comp, I love the drawing accross complex sectors and copy and pasting without having to make height adjustments. Gonna have to learn the new shortcuts though... Can't use rmb to scroll accross the level which is annoying... Copying and pasting textures must use a new shortcut as well. Why does my resource wad show IWAD textures when I have only the resource WAD selected in the texture browser? I was really looking forward to getting rid of the Doom2 textures clogging up the list of textures I will actually use. Also, is it true you can't raise/lower sectors with any shortcut key? I will dearly miss that if true, and can't imagine why it wouldn't be in there. 0 Share this post Link to post
scwiba Posted May 21, 2009 Is anyone else having a problem with changing brightness in 3D mode? I had the same problem in Doom Builder 1 and figured it was some kind of oversight, but it's still present in DB2. Brightness can only be adjusted by increments of 16 rather than 8, so I have to do all changes to brightness in the standard mode to get finer settings. It's not really a big hassle, but I thought it was odd. In the preferences it even says "Increase Brightness by 8" is set to Ctrl+ScrollUp. 0 Share this post Link to post
esselfortium Posted May 21, 2009 DB2's preset lighting levels depend on the sourceport you're editing for. ZDoom and Eternity, afaik, are the only software-rendered ports that can distinguish between light levels in smaller increments than 16. (Plus OpenGL ports, of course.) Doom itself, though, will treat light levels like 136 as either 128 or 144 (I forget whether it rounds up or down). If the port you're editing for can actually make use of them and DB2 doesn't know it, you can easily copy and paste the lighting levels from the ZDoom or Eternity config into the one you're using (and mention it to CodeImp so he can add it for the next DB2 release). 0 Share this post Link to post
scwiba Posted May 21, 2009 esselfortium said:Doom itself, though, will treat light levels like 136 as either 128 or 144 (I forget whether it rounds up or down). I never realized this. That does explain a few things. 0 Share this post Link to post
entryway Posted May 21, 2009 esselfortium said:ZDoom and Eternity, afaik, are the only software-rendered ports that can distinguish between light levels in smaller increments than 16. Not really true. Eternity got it six month ago (12-Oct-2008). PrBoom had it 8 years ago (17-Nov-2001). The only difference - PrBoom does apply it only for walls, not for flats (do not know why) 0 Share this post Link to post
boris Posted May 21, 2009 KennyJC said:Gonna have to learn the new shortcuts though... Can't use rmb to scroll accross the level which is annoying... Copying and pasting textures must use a new shortcut as well. Why does my resource wad show IWAD textures when I have only the resource WAD selected in the texture browser? I was really looking forward to getting rid of the Doom2 textures clogging up the list of textures I will actually use. Also, is it true you can't raise/lower sectors with any shortcut key? I will dearly miss that if true, and can't imagine why it wouldn't be in there. What about checking out the controls tab in the preferences (F5)? 0 Share this post Link to post
TheeXile Posted May 21, 2009 esselfortium said:DB2's preset lighting levels depend on the sourceport you're editing for. ZDoom and Eternity, afaik, are the only software-rendered ports that can distinguish between light levels in smaller increments than 16. (Plus OpenGL ports, of course.) Doom itself, though, will treat light levels like 136 as either 128 or 144 (I forget whether it rounds up or down). But you know how objects and sectors get brighter as you get close to them? I always thought light levels "round off" sooner or later depending upon their number value as you get close, indeed making it have an effect. Is this not true? 0 Share this post Link to post
scwiba Posted May 21, 2009 Very impressed so far. There are a lot of handy additions, but it'll take some getting used to before I get a hang of all the new tools and options. The choices are overwhelming. Is there a way to turn off the yellow highlighting in 3D mode? It's more distracting to me than helpful. 0 Share this post Link to post
esselfortium Posted May 21, 2009 KennyJC said:Gonna have to learn the new shortcuts though... Can't use rmb to scroll accross the level which is annoying... Copying and pasting textures must use a new shortcut as well. Why does my resource wad show IWAD textures when I have only the resource WAD selected in the texture browser? I was really looking forward to getting rid of the Doom2 textures clogging up the list of textures I will actually use. Also, is it true you can't raise/lower sectors with any shortcut key? I will dearly miss that if true, and can't imagine why it wouldn't be in there. Your TEXTURE1 lump probably still contains the original textures as well, as TEXTURE1 lumps generally are supposed to do. :\ 0 Share this post Link to post
andrewj Posted May 22, 2009 TheeXile said:I always thought light levels "round off" sooner or later depending upon their number value as you get close, indeed making it have an effect. Is this not true? No it's not, in Vanilla light level 143 is exactly the same as 128, 175 is exactly the same as 160 etc etc.. 0 Share this post Link to post
gggmork Posted May 22, 2009 I wonder if light level 255 (the highest) is pointless then, since I guess its the same as 240 (256 should be the next highest incrememt, but that's not available). 0 Share this post Link to post
TheeXile Posted May 22, 2009 Ajapted said:No it's not, in Vanilla light level 143 is exactly the same as 128, 175 is exactly the same as 160 etc etc.. Ah yeah you're right, apparently. 0 Share this post Link to post
andrewj Posted May 22, 2009 gggmork said:256 should be the next highest incrememt, but that's not available 256 can be used in Vanilla and does have an effect : preventing purely East/West walls from being a shade darker like they normally are. 0 Share this post Link to post
printz Posted May 22, 2009 What? Never knew that, because I always saw sectors myself lit as 255 perfectly fullbright anyway... 0 Share this post Link to post
Gez Posted May 22, 2009 Since it's stored as an unsigned short value in the map, you could theoretically put a light level value of 65535. 0 Share this post Link to post
esselfortium Posted May 22, 2009 Gez said:Since it's stored as an unsigned short value in the map, you could theoretically put a light level value of 65535. You sure it's an unsigned short? You can also use pretty large negative values. 0 Share this post Link to post
Gez Posted May 22, 2009 Well, no. Looking in the Doom source code it appears to be simply a short, not a ushort. I edited the wiki that had misled me. 0 Share this post Link to post
Janizdreg Posted May 22, 2009 I must say DB2 is a really impressive piece of software. Big thanks to CodeImp & the crew for such an awesome release! I have only one minor gripe so far. IMO linedef, sector and thing selections from the 2D mode should carry over to the 3D mode and vice versa. If there's a specific reason why this doesn't happen already, I'd very much like to hear it. 0 Share this post Link to post
Craigs Posted May 23, 2009 Is anyone else encountering a shitload of crashes? I keep having to save my map every 5 minutes because it's got a nasty habit of crashing just about every time I hit the wrong key combination in 3D mode. Whenever it does crash it gives me this error System.NullReferenceException: Object reference not set to an instance of an object. 0 Share this post Link to post
TheeXile Posted May 23, 2009 Janizdreg said:I must say DB2 is a really impressive piece of software. Big thanks to CodeImp & the crew for such an awesome release! I have only one minor gripe so far. IMO linedef, sector and thing selections from the 2D mode should carry over to the 3D mode and vice versa. If there's a specific reason why this doesn't happen already, I'd very much like to hear it. I agree with this, actually. 0 Share this post Link to post
Alter Posted May 24, 2009 Two requests: 1. Make Zipped Version too. I hate installers 99% of the time! 2. Make DB2 read multiple decorate lumps, instead of one 0 Share this post Link to post
VinceDSS Posted May 24, 2009 CodeImp said:There seems to be an error in the Boom game configuration that causes a crash when you use Colormaps (between C_START and C_END). Here is a fixed game config: http://doombuilder.com/files/db2_1072_boom_config.zip I will make sure that this is included in the next version ofcourse. wow, this fixes the bug that was crashing DB2 with my boom resource wad :D Maybe I can get back to mapping now :D thanks CodeImp and wilou for pointing me here 0 Share this post Link to post
Dutch Doomer Posted May 24, 2009 Hopefully Doom Builder 2 will attract more mappers, or get retired mappers interested again who have stopped mapping long ago. Maybe start an project where mappers are only allowed to use Doom Builder 2 for their maps, I was thinking about this for an couple of times. 0 Share this post Link to post
hardcore_gamer Posted May 24, 2009 dutch devil said:Hopefully Doom Builder 2 will attract more mappers, or get retired mappers interested again who have stopped mapping long ago. Maybe start an project where mappers are only allowed to use Doom Builder 2 for their maps, I was thinking about this for an couple of times. While Doom Builder 2 has many neat features i can't think of anything that can't be done with Doom builder 1 or some other program. What is so great about Doom Builder 2 is that making maps now takes a shorter a amount of time and is more fun to use and that's it. 0 Share this post Link to post
esselfortium Posted May 24, 2009 hardcore_gamer said:While Doom Builder 2 has many neat features i can't think of anything that can't be done with Doom builder 1 or some other program UDMF 0 Share this post Link to post
Dutch Doomer Posted May 24, 2009 hardcore_gamer said:What is so great about Doom Builder 2 is that making maps now takes a shorter a amount of time and is more fun to use and that's it. Wanna race, I bet I'm faster with DB1 than you with DB2. 0 Share this post Link to post
DuckReconMajor Posted May 24, 2009 dutch devil said:Wanna race, I bet I'm faster with DB1 than you with DB2. 1024x1024 square GO!!! 0 Share this post Link to post
Craigs Posted May 24, 2009 DuckReconMajor said:1024x1024 square GO!!! And the winner is.... SLADE! 0 Share this post Link to post
Doom Marine Posted May 24, 2009 Craigs said:And the winner is.... SLADE! The winner is everyone who's not racemapping. 0 Share this post Link to post
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