CodeImp Posted September 18, 2010 Here is why plugins are cool! I could post this in the recent Deepsea news thread, but I'm not that cruel. I am working on a (G)ZDoom Editing Plugin for Doom Builder 2 which lets you edit some of the (G)ZDoom features directly in the editor (slopes, 3D floors, colored lighting, scaled/rotated/panned textures and flats and more) and the first bunch of features are already in. I am releasing this as BETA to see if I can get some feedback and bug reports. Please hold back on feature requests for now, I have a bunch of things that I'd still like to add, so don't worry about that. This video shows you what to do when you have the plugin and shows you a little bit of editing: DEMO VIDEO You can download the beta version here: http://svn.drdteam.org/doombuilder2/db2-r1412.zip You need to have the latest official version of Doom Builder 2 installed and just extract this over your Doom Builder 2 (overwrite it) and it will also give you the plugin. After following the instructions in the video, open the attached demo WAD (attached below) to see some of the UDMF features that the plugin has.gzdoomeditingdemo.zip 0 Quote Share this post Link to post
esselfortium Posted September 18, 2010 Amazing. This is going to decrease the pain and anguish of TSoZD's and SpaceDM9's development significantly. Being able to edit flat alignments and vertex slopes in realtime is a revolution. BTW, if they're not supported by this already, could you add support for the linetypes used for slopes in Eternity in Doom format? They're listed in the config I posted on the DB2 forums recently. Their behavior is the same as ZDoom's Doom-format slopes (which is the same as Plane_Align, just in multiple specials rather than a single parameterized one). 0 Quote Share this post Link to post
CodeImp Posted September 18, 2010 That is scheduled for the Eternity Editing Plugin, which may be created later :P Or you may do it yourself, simply copy my code and remove the code related to 3D floors, light effects, etc, so you only have left what Eternity supports. 0 Quote Share this post Link to post
esselfortium Posted September 18, 2010 Buh? I figured it'd be easier to allow different game configurations to use different specials for the same functionality, but k.. 0 Quote Share this post Link to post
Melon Posted September 18, 2010 Doom Builder 2 just keeps on getting better and better. Impressive work. 0 Quote Share this post Link to post
Kira Posted September 18, 2010 Just when I thought it could be a great addition, thank you and congrats CodeImp! I second Melon as well. 0 Quote Share this post Link to post
Mechadon Posted September 19, 2010 Hey now, this is neat! I was wondering if Doom Builder 2 would get support for such a plugin. I'll give it a whirl, though at the moment I'm not really working on anything that would make good enough use of the features. 0 Quote Share this post Link to post
gemini09 Posted September 19, 2010 Smashing stuff!!! Can't wait to try it out!!! By the way, it would very useful if you could have a list of unused buttons when you want to assign for example plug-ins to a new hot-key. Rather trivial, but still useful :) 0 Quote Share this post Link to post
zap610 Posted September 21, 2010 Yeah I'm a bit late to this but I just have to say wow! This has made me motivated and excited to get back into mapping. This definitely set the bar for doom editing programs. 0 Quote Share this post Link to post
printz Posted September 29, 2010 It seems to work flawlessly on a newly-spawned Heretic-in-UDMF (config courtesy of Gez) map, but on my in-progress map it causes this unhandled exception. Even so, the application and the GZDoom visual mode continue working. I'm using r1416 at the time of writing. EDIT: In any case, I second what everyone praised about this feature. 0 Quote Share this post Link to post
Guest Posted September 29, 2010 This is simply amazing. Thanks, Mr CodeImp. :) 0 Quote Share this post Link to post
Simon666 Posted September 30, 2010 It's awesome, been working on my map with this, still no bugs! 0 Quote Share this post Link to post
gemini09 Posted November 4, 2010 Perhaps we've gotten a little spoiled, but is there a chance this plug-in can also preview dynamic lighting? :) 0 Quote Share this post Link to post
CodeImp Posted November 5, 2010 You have gotten spoiled :P No, I doubt that will happen, because it is a more complex rendering technique that I'm just not willing to make in Doom Builder. 0 Quote Share this post Link to post
snakeplisskenPMW Posted November 9, 2010 hmm... the only thing about this is... is that it renders the disability of the ability to render 3d slopes 0 Quote Share this post Link to post
CodeImp Posted November 10, 2010 No, it supports sloped 3D floors. I have tested it. Show me a case where it does this wrong. 0 Quote Share this post Link to post
kristus Posted November 10, 2010 If I only had had this in 2006. Very nice work Codeimp. 0 Quote Share this post Link to post
gemini09 Posted November 11, 2010 (would it be possible to get a ruler up in this mthafcka?..) Yes, 3D slopes work just fine. You're probably not doing it right. I struggled a bit with them initially too. 0 Quote Share this post Link to post
Bishop Posted November 15, 2010 This is probably the ONLY function that Doom Builder has been missing for so long. Truly amazing! 0 Quote Share this post Link to post
HXCpr0n Posted December 1, 2010 Wow! I just watched the youtube tutorial... it's like a dream come true... a real breakthrough. No more having to switch between visual mode and testing to catch glitches with 3d floors or slopes.. or (most annoyingly) 3d slopes. Keep up the good stuff CodeImp. 0 Quote Share this post Link to post
Xeotroid Posted August 21, 2012 Wow! I downloaded this on my birthday :D This plug-in is really awesome, but... Can we somehow report bugs? Because I found one: texture offset doesn't work - in editor it's shown, but in game it's 0,0. With native Visual mode it's fine. 0 Quote Share this post Link to post
GreyGhost Posted August 22, 2012 I'm not sure that plugin's supported by recent releases of Doom Builder 2, so you might like to try GZDoom Builder and see if the offset issue's been resolved there. 0 Quote Share this post Link to post
Kappes Buur Posted August 22, 2012 Xeotroid said:Wow! I downloaded this on my birthday :D This plug-in is really awesome, but... Can we somehow report bugs? Because I found one: texture offset doesn't work - in editor it's shown, but in game it's 0,0. With native Visual mode it's fine. After r1411, that plug-in was dedicated to UDMF format. So, that is not a bug, that is the way it works. If you feel strongly about it though, report it at http://www.doombuilder.com/forums/viewforum.php?f=7 By the way, GZDoombuilder works the same way. 0 Quote Share this post Link to post
boris Posted August 22, 2012 Kappes Buur said:If you feel strongly about it though, report it at http://www.doombuilder.com/forums/viewforum.php?f=7 Not worth the hassle: http://www.doombuilder.com/forums/viewtopic.php?f=8&t=453 0 Quote Share this post Link to post
Camaxide Posted August 11, 2014 Is this still available for the current DB2? Or any other means of seeing 3d floors etc. in Doom Builder 2 without going GZD? :) 0 Quote Share this post Link to post
MaxED Posted August 11, 2014 This plugin is included in the SVN builds on DRD Team. 0 Quote Share this post Link to post
Camaxide Posted August 11, 2014 MaxED said:This plugin is included in the SVN builds on DRD Team. Thanks alot MaxED, I'll check it out first thing when I get home =) 0 Quote Share this post Link to post
GreyGhost Posted August 11, 2014 Camaxide said:Is this still available for the current DB2? Or any other means of seeing 3d floors etc. in Doom Builder 2 without going GZD? :) If you're using one of the more recent development builds, the plugin's there but not enabled by default. First step is to set the GZDoom Visual Mode tickbox (in Game Configurations/Modes) for the ports and formats you intend to use it with - preferably UDMF format. Next step is to assign a key combination (in Preferences/Controls/Modes) to toggle that visual mode on/off, I settled for Shift W. You should now be good to go. 0 Quote Share this post Link to post
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