anotak Posted September 11, 2017 (edited) Doom Builder X 2019.1 - map editordownload linkalternate mirror Doom Builder X is a map editor forked from CodeImp's Doom Builder 2 by me (Anotak). DBX is intended as a continuation of DB2, in design and spirit. Bugfixes, optimizations, and tweaks to keep DB2 up to date with new formats like EE-UDMF are the goal. I intend to preserve your workflow from DB2, and if anything I change interferes with that, please let me know. DBX can be installed side-by-side with DB2 and will keep track of its preferences separately (but will copy DB2 preferences it finds the first time it loads). DBX shares compatibility with plugins and configuration files from DB2. changelog: version 2021.1 ===================== - bumped sharpcompress version to 0.29 in order to fix security advisory https://github.com/advisories/GHSA-jp7f-grcv-6mjf - fixed null pointer exception in 3D mode when changing sidedef (thanks to Davidmerkt.) - added EE heretic UDMF config (thanks to Altazimuth and Printz) - fixed some various config issues (thanks to Altazimuth and Printz) - fixed issue with sectors being deleted in the middle of merging newly drawn geometry, causing a crash - fixed a visual bug with vertex edit form not updating UDMF custom properties correctly. version 2019.1 ===================== - new Lua plugin (thanks to Ribbiks, Grain of Salt, Printz, MTrop, and Xaser for feedback) - Better support for Visplane Explorer, Tag Range, Stair Builder, Sound Propagation, and Automap plugins - All / Textures / Flats / resources categories are on top in the texture browser now. there is an option in preferences to revert to the old behavior: 'Put "All" and resource categories on top in browsers' - texture categories for subfolders/subwads inside pk3 resource archives - texture categories remember which one you clicked on properly - when drag-selecting, hold alt when you release-click to drag-deselect instead - if you hold alt when you start to drag things, it duplicates them instead. - bmsq added long texture name support. thanks bmsq! - drag/dropping a wad file on main window when nothing is open, now opens that wad - added tooltips for thing/linedef flags in the edit windows - moved "Grid Increase" / "Grid Decrease" to be beside each other in the hotkey setup - fixed a minor bug with displaying texture counts in the browser - merged texture and flat browser source code to reduce code duplication (this shouldn't have any effects that are noticeable to you, but please, keep an eye for new bugs with the texture browser) - internal changes to how selection is "converted" when switching modes, this should not cause visible behavioral differences, this is just to allow for the new Lua mode to work properly. please report any weird new behavior regarding selection. - minor changes to linedef info panel layout - minor tweaks to status bar flavor text - made it so that the initial directory for the file dialog is separate based on whether it's wads, resources, or prefabs - fixed "Save Map Into" overwriting MAP01s - fixed certain panels not displaying textures/sprites in windows 8/10 High Contrast mode - fixed a crash when double click editing sectors in make sectors mode - fixed negative lighting values not always working right - fixed lighting levels to clamp to 0-256 not 0-255. you can still manually type in negative or >256 values - if you press alt or ctrl while drag selecting it doesnt stop selecting - some things that use the same sprites have been changed to have their editor preview to use a different keyframe (demon/spectre for example) - fixed an obscure crash in the missing texture error checker - thing graphics are now square by default because the collision boxes in Doom engine games are actually square - warn instead of crash on duplicate filenames in pk3/pk7/pke - handle bad plugins more gracefully (hopefully) - some ui buttons will have the hotkey shown in the tooltip now - remember last chosen game config when making a new map - added ZDBSP extended nodes config (thanks to Ribbiks) - asterisk in title bar when file has been altered. - new versioning system. Year.Release Number, starting at 0. this version would have been 2.1.3.12 under the old system. version 2.1.3.10 ===================== - fixed newly drawn geometry merging incorrectly in rare circumstances - fixed inconsistent behavior when drawing new geometry counterclockwise to more resemble the DB2 behavior - fixed some weirdnesses with the Map Options screen if you had the first game config selected (Boom by default) - when you alt-tab back into the script editor, the keyboard focus goes to the text box as expected - when you Save As, the filename is filled in already with the current one - renamed UDMF/Hexen activation stuff relating to projectiles because it's more correct and less confusing - fixed crash when creating a new level with no resources selected and randomized textures - fixed a crash when going in 3d mode with no resources loaded - fixed a potential threading error with unknown images - crossported one of MaxED's optimization to drawing new geometry from gzdb - hide matching texture sets with 0 textures in the texture browser - additional logging for shader loading crashes version 2.1.3.8 ===================== - fixed a bug with setting back sidedefs in the linedef edit window - update to ACC 1.56 - fixed inconsistency with linedef info panel - fixed heretic hanging moss things not hanging in 3d mode - improved logging information - cleanup for a bunch of compilation warnings left over from DB2 (should hopefully help prevent future bugs). some of this is based on MaxED's GZDoomBuilder code. may slightly improve performance. version 2.1.3.6 ===================== - optional feature: instead of displaying the logo on startup, a tip or a hopefully helpful quote about mapping is displayed. you can disable this in the Tools -> Preferences -> Interface tab. if i quoted you and you want the quote removed (for any reason, no questions asked), feel free to contact me and i'll make sure to remove it in the next version. - new hotkey for swapping upper/lower textures in classic 2d linedef mode. you have to set the hotkey yourself in the menu - added flat scaling/rotation/panning stuff to EE-UDMF config for Edit Sector window - fixed "upper/lower" being cut off sometimes in the linedef info panel if you had both checked. - fixed a crash on changing map settings version 2.1.3.4 ===================== - big optimizations to drawing new geometry, brand new algorithms for detecting inner sectors as well as splitting lines by vertices. please let me know if there are any issues. - added editor for map-level udmf fields outside of blocks. loading/saving preserve any map level udmf properties (for forward compatibility with future UDMF stuff). (see Edit -> Map UDMF info...) - renamed "Deaf" to "Ambush", as it's more correct and matches the Doom source code itself. - new hotkey for incrementing/decrementing tag of currently selected element in classic 2d modes. you have to set the hotkey yourself in the menu - fixed linedef special information being blank in the info panel sometimes - fixed longstanding DB2 crash related to make sectors + undo/redo - fixed longstanding DB2 bug where vertices would not merge correctly under some circumstances - Disabled ally/strifeally from the udmf configs as it does the same thing as friendly. you can still set it manually using the UDMF window. - fixed a serious performance issue on maps with a lot of geometry (for example, vela pax map01) - fixed a crash loading malformed patches & sprites (for example, daedalus.wad) - minor tweaks to logging system version 2.1.3.3 ===================== - fixed bug in 2.1.3.2 with linedef/thing edit windows, please upgrade - including zokumbsp-1.0.10-beta4. Doom 1/2 configs have zokumbsp extensions listed under linedef specials now. You need to build your map with zokumbsp to use them. There's chance they won't work with anything other than vanilla/chocolate, so be aware! - optimized sector label positioning algorithm, should have speedups on initial map load and whenever you do anything that changes geometry - fix for slow loading of maps that use a lot of sidedef compression version 2.1.3.2 ===================== - linedef / thing / sector edit windows partially loaded when you open a map. vertex one loads first time you open it. once loaded all these should open about 50-70ms faster, in case of individual objects selected it should open in 4-8ms. - change some window scaling stuff - fixed plugins issue from 2.1.3.1 (sorry) - minor bugfixes version 2.1.3.1 ===================== - fix for issue with Thing/Sector/Linedef/Vertex Edit Windows on smaller resolutions - fix issue w resizing thing edit window version 2.1.3.0 ===================== - new config file named builderx.cfg located in the %LOCALAPPDATA%\Doom Builder folder. it will attempt to copy your old builder.cfg on the first launch if the new file is missing. - fixed choppiness in 3d mode if computer has been on too long - you can set your own default textures, and even have them randomize on New Map. default textures changed to CRATOP1 / CRATE1 / CRATOP2 - a basic EE-UDMF config partially based on the GZDB-BF one (thanks Altazimuth, Maxed, Printz, Zzyzx). on mouseover highlights portals like line/sector tags, and includes the new sector scroller properties. - hold alt while drawing geometry for "pen mode" (try it and you'll see) - new hotkey added to allow you to test your map with a player start at the mouse cursor (you need to assign it in preferences) - some minor stuff to allow some gzdb plugin cross-compatibility (Sound Propagation, sound environ, automap). this is unstable, use at your own risk. some gzdb features are "faked" to the plugins to trick them into running - fixed one of the issues that causes it so that you cant click in 3d mode sometimes. lmk if this persists - not really a change, but just in case it's unclear, the GZDoom Editing plugin that can render slopes and 3d floors is included. may need setup in preferences - added autogenerated "flats" & "textures" categories if you load in a config that can mix flats/textures - missing textures are drawn with full brightness in 3d visual mode - scripts editor opens SCRIPTS tab by default instead of DIALOGUE - linedef edit window resizeable, shifted around a little so UDMF stuff doesn't require scrolling on default size - sector/line/thing action special selection dropdown is larger. less scrolling - action special selection window resizeable, is larger by default. less scrolling - thing edit window resizeable, taller by default (equal to default linedef edit window height). less scrolling - sector edit window resizeable - vertex edit window resizeable, does not show up in taskbar (matching behavior of other windows) - statusbar 18 pix shorter (less wasted space) - map format selection dropdown taller, to not require scrolling - error log does not show up in taskbar (matching behavior of other windows) - on the error log window, the "close" button is highlighted by default, letting you close it by hitting enter - texture browser opens faster, and draws faster for smoother scrolling. mild tradeoff: currently selected item is shown with a solid background, instead of a gradient - texture categorization much faster (~3500% speedup on my machine). should be noticeably faster to open a level or to reload resources - flats in texture browser have a * after - curve linedefs window has a "snap to grid" option. careful about this, sometimes the grid makes it not-so-curvy - Allow Eternity .pke files to be used as resources (thanks to Altazimuth) - zip operations are done using sharpcompress instead of sharpzip. pk3/pke loading is wayyy faster. improvements in undo/prefab speeds too. uses some code from MaxED's gzdb - distant stuff in 3d visual mode is no longer obscured by fog. objects beyond the draw distance will "pop in", which may be mildly uglier, but more functional, as you get more draw distance with the same perfomance this way. - new-map dialogue window filled in with "MAP01" by default - configuration parser is faster -> program startup is faster - remood, doom legacy, and jdoom cfgs disabled (less clutter, improves loading times). to re-enable them, move them from '\Configurations\old' to '\Configurations'. - saving wad files with lumps in them unrelated to the current map should be around ~twice as fast - logging is moved into its own thread, improving performance. should particularly help ppl with slower hard drives. - significant speedups when drawing new geometry with a lot of vertices - other misc performance improvements - i've been having some issues compiling the visplane explorer plugin, so that isn't included for now :/ - newer version of zdoom ACC included - fixed several crashes - support for default values for some types of arguments to lines in game cfg files. same syntax as gzdb - new game cfg linedef action setting "highlightmatchinglineid", used for EE-UDMF type 301 Line_QuickPortal - changed titlebar text - zokumbsp included - removed reject editor plugin because it's been causing crashes :/ - more explicit error if there are no plugins found - removed system.xml and trackbar dependencies - new error / crashlog handler - actions can disregard the alt key (don't worry about it if you don't get it) download linkalternate mirror dbx, like db2, is GPLv3. the latest source code is here Edited September 20, 2021 by anotak 2021.1 65 Quote Share this post Link to post
BigDickBzzrak Posted September 11, 2017 (edited) First Lilith, now this? You're the best thing to ever happen to the Doom community, man. <3 Can it run alongside classic DB2 though? EDIT at below post: I know, but I still allow the possibility that I will find something to dislike. :] Edited September 11, 2017 by bzzrak 1 Quote Share this post Link to post
Xaser Posted September 11, 2017 24 minutes ago, bzzrak said: Can it run alongside classic DB2 though? One of the implicit goals of the project, I presume, is to make it so you'll neither need nor want to. 4 Quote Share this post Link to post
Decay Posted September 11, 2017 4 hours ago, anotak said: GZDB-BF, which is a good program by ZZYZX If this was a true statement, I wouldn't need this. But I do need this, DB2 was already superior and now it's finally updated, thanks for your hard work! 3 Quote Share this post Link to post
anotak Posted September 11, 2017 (edited) 3 hours ago, bzzrak said: Can it run alongside classic DB2 though? it copies your old DB2 config on first run but then it uses its own + logfile. It shouldn't interfere with DB2 running, I still have DB2 and I occasionally boot it up to compare speeds/memory usage to make sure I don't make anything worse. But, like Xaser said, the goal is that any behavioral differences that affect your workflow will be optional. Edited September 11, 2017 by anotak 1 Quote Share this post Link to post
how to delete account Posted September 11, 2017 But can it edit decorates with script editor, and not crash? 0 Quote Share this post Link to post
anotak Posted September 11, 2017 2 minutes ago, Poohlyash said: But can it edit decorates with script editor, and not crash? I never edited decorate in DB2/DBX, so the bug probably still exists. If you can give me the steps to replicate the crash and/or a crashlog (that dbx now creates), i can try to fix it for the next ver 0 Quote Share this post Link to post
how to delete account Posted September 11, 2017 (edited) 31 minutes ago, anotak said: "If you can give me the steps to replicate the crash" 1) Save 2) Open script editor. 3) Edit something that is not Dialogue NOR Scripts. 4)Try to save. 5)rip Edited September 11, 2017 by Poohlyash 0 Quote Share this post Link to post
anotak Posted September 11, 2017 3 hours ago, Poohlyash said: 1) Save 2) Open script editor. 3) Edit something that is not Dialogue NOR Scripts. 4)Try to save. 5)rip It looks like you recorded a video of GZDoomBuilder. i think DB2 / DBX may not even have that feature? You should try to find the latest version of GZDoomBuilder-Bugfix by ZZYZX, it may have fixed that issue. If not, report the issue to him, he will probably be able to help. 0 Quote Share this post Link to post
Grain of Salt Posted September 11, 2017 On windows 8, I have this weird issue where the OK and cancel buttons don't appear on the the Edit Thing window, because they're located below where the window ends. 0 Quote Share this post Link to post
Edward850 Posted September 11, 2017 (edited) It appears to be something with the way the form elements are snapped, because if you resize it, this happens: Edited September 11, 2017 by Edward850 0 Quote Share this post Link to post
anotak Posted September 11, 2017 gotcha, i'll look into it. that's a p big issue so i'll probably post a fix sooner rather than later. allowing that Irma doesn't knock out my power again 0 Quote Share this post Link to post
Ribbiks Posted September 11, 2017 So basically a more performant and stable version of db2? Yes please! I've poked around a bit, I like the small usability improvements, better window sizes. like a comfier db2. It also seems to handle drawing weird overlapping sectors better than db2 (recall drawing some random shapes within or around other sectors and under certain conditions they'll refuse to create a new sector), here they get constructed more intuitively. If you try really hard, it looks you can invoke some of the same crashes that kill db2 (e.g. try merging many sectors together, then spam undo and watch everything go up in flames :D). But yeah, looks great thus far. Thanks for this! 0 Quote Share this post Link to post
anotak Posted September 11, 2017 (edited) 7 minutes ago, Ribbiks said: So basically a more performant and stable version of db2? Yes please! I've poked around a bit, I like the small usability improvements, better window sizes. like a comfier db2. It also seems to handle drawing weird overlapping sectors better than db2 (recall drawing some random shapes within or around other sectors and under certain conditions they'll refuse to create a new sector), here they get constructed more intuitively. If you try really hard, it looks you can invoke some of the same crashes that kill db2 (e.g. try merging many sectors together, then spam undo and watch everything go up in flames :D). But yeah, looks great thus far. Thanks for this! i still havent been able to replicate the spam undo crash, despite people telling me it happens in db2. can you send me the BuilderX-lastcrash.log file, it should be in C:\Users\ ** USERNAME HERE ** \AppData\Local\Doom Builder or if you just paste %LOCALAPPDATA%\Doom Builder into an explorer window that log should have a stack trace i can at least narrow down to where it might happen. edit: btw you should check out the new thing with holding alt while drawing geometry, specifically got the idea from watching a video of you making a map! Edited September 11, 2017 by anotak 0 Quote Share this post Link to post
Ribbiks Posted September 11, 2017 Sometimes hard to replicate, had to try a few times :D https://pastebin.com/9HzHbA13 In general I'm already impressed by how mean-spirited you can be in scribbling linedefs and have it still get resolved nicely. https://youtu.be/KlUOI3er7oE 0 Quote Share this post Link to post
anotak Posted September 11, 2017 (edited) 1 hour ago, Grain of Salt said: On windows 8, I have this weird issue where the OK and cancel buttons don't appear on the the Edit Thing window, because they're located below where the window ends. followup question: does this happen for you on the linedef, sector, or vertex forms at all? edit: also can you tell me your desktop resolution, and dpi settings if possible? also thx Edward for pointing that other related weird thing out 55 minutes ago, Ribbiks said: Sometimes hard to replicate, had to try a few times :D https://pastebin.com/9HzHbA13 In general I'm already impressed by how mean-spirited you can be in scribbling linedefs and have it still get resolved nicely. https://youtu.be/KlUOI3er7oE ah thx Edited September 11, 2017 by anotak 0 Quote Share this post Link to post
Grain of Salt Posted September 12, 2017 2 hours ago, anotak said: followup question: does this happen for you on the linedef, sector, or vertex forms at all? edit: also can you tell me your desktop resolution, and dpi settings if possible? Linedef: yes. Sector: no. Vertex: no. Resolution: 1366x768, and I think my DPI settings are default. 1 Quote Share this post Link to post
anotak Posted September 12, 2017 (edited) Edward & Grain of Salt the new version ( https://github.com/anotak/doombuilderx/releases/download/v2.1.3.1/doombuilderx-2.1.3.1.zip ) fixed those 2 issues (I hope). If you get a chance, can you double check for me Grain of Salt? edit: apparently I accidentally broke plugin support by changing the version number because of some weird stuff that I didn't notice, so I edited the OP to downgrade back to 2.1.3.0, but can you still download that one i linked and check? This also made me notice something disturbing: opening the Thing Edit window on here and DB2 takes between 60 and 70ms on my machine, which is... unacceptably long. I'll be looking into speeding that up. 2.1.3.2 will have that fixed hopefully Ribbiks: I have some hypotheses why that crash is happening but that part of the code is very unfamiliar to me so I'm spending more time trying to understand it. Edited September 12, 2017 by anotak 0 Quote Share this post Link to post
Grain of Salt Posted September 12, 2017 (edited) The thing type selector now resizes when I change the size of the Edit Thing window, but the buttons at the bottom of the Edit Thing/Linedef windows still don't appear :/ Edited September 12, 2017 by Grain of Salt 0 Quote Share this post Link to post
anotak Posted September 13, 2017 2.1.3.2 - linedef / thing / sector edit windows partially loaded when you open a map. vertex one loads first time you open it. once loaded all these should open about 50-70ms faster, in case of individual objects selected it should open in 4-8ms. - change some window scaling stuff - fixed plugins issue from 2.1.3.1 (sorry) - minor bugfixes 1 hour ago, Grain of Salt said: The thing type selector now resizes when I change the size of the Edit Thing window, but the buttons at the bottom of the Edit Thing/Linedef windows still don't appear :/ ok i did a bunch of shit, should be fixed in this version. it will maybe need resizing the first time you open it, which is something i will be fixing later. i need to go through and do the same thing to the sector and vertex forms probably but i'll hold off for now. 1 Quote Share this post Link to post
Grain of Salt Posted September 16, 2017 (edited) I just checked and the button issue is fixed now. Thanks! Edit: I don't suppose you feel inclined to create a flood fill tool for adding Things, by any chance? I keep wishing such a thing existed. But if it's beyond the scope of this project, never mind :) Edited September 16, 2017 by Grain of Salt 1 Quote Share this post Link to post
RjY Posted September 16, 2017 8 minutes ago, Grain of Salt said: I don't suppose you feel inclined to create a flood fill tool for adding Things, by any chance? That sure doesn't sound like something that would be abused to turn every map into nuts.wad. You could call it the Slaughtomator. Why place monsters manually when you can Slaughtomate it? 0 Quote Share this post Link to post
Nine Inch Heels Posted September 16, 2017 26 minutes ago, RjY said: That sure doesn't sound like something that would be abused to turn every map into nuts.wad. I'd argue that flood filling smaller cabinets or teleport-batteries with a tool like that would save a lot of time for a lot of people anyway. In fact, the slaughter mappers are probably the ones who are the quickest when it comes to manual flood filling. ;-) 1 Quote Share this post Link to post
RjY Posted September 16, 2017 @Nine Inch Heels All right, you got me, I confess it wasn't a 100% serious post. I just wanted to torture readers with that dreadful pun. 3 Quote Share this post Link to post
Nine Inch Heels Posted September 16, 2017 The pun was pretty good though, I've gotta say. Really though, since i know virtually nothing about coding at all, let alone how doombuilder operates, how realistic would you guess is it for such a feature to be implemented? 1 Quote Share this post Link to post
Grain of Salt Posted September 16, 2017 To elaborate on why I think a flood fill would be useful, Obviously the main use is to add lots of a given monster. Adding 20 cacodemons, even in the most efficient way currently possible, takes up time and energy that could be better spent testing and editing. It's annoying to try to populate weirdly shaped sectors in a consistent way. If the fill was restricted to the current grid, you could use it as a quick way of tweaking monster density and seeing how subtle changes play differently, which would be a godsend imo. If it was partly random it could be a quick way of scattering scenery onto sectors outside the map, which can be tiresome to do by hand. 2 Quote Share this post Link to post
anotak Posted September 16, 2017 (edited) no promises but i'll look into it or maybe at least something that can fill that niche. like another thing i was thinking about just maybe like a "brush" tool for thing placement where you can just set a "brush size" and just hold down the button and drag the mouse around and place things in various patterns just i dont want to overdo adding new things that clutter the interface either, like i think that one of the strengths of db2 as an editor is its simplicity. there's also possibly some performance concerns with adding new UI stuff in certain ways bc of the way db2 is architected (which i can't do anything to change because it would break plugin compatibility). i think there may be some workarounds though. i also just have to think about the time i can put in too. so ideally i'd like to find a solution that balances these competing interests. Edited September 16, 2017 by anotak 3 Quote Share this post Link to post
theJF Posted September 17, 2017 Just tried this and liking it. I think very soon it will replace db2 for me. One very tiny cosmetic thing I noticed is when in 3d mode if I select multiple walls and right click to open the edit linedef dialog it will say the number of selected linedefs in parantheses after "edit linedef" in the title. Then if I close that and select a single wall and edit again the title of the dialog still says (3). The same happens for sectors (also in 2d mode the same). It seems this number only changes when the number of selected entities is greater than one. As I write this I just checked how it behaves for Things and this is more serious because the difficulty flags behave as if multiple things are selected even after you press "c" to clear the selection. Hope this makes sense... 1 Quote Share this post Link to post
anotak Posted September 17, 2017 (edited) 10 hours ago, theJF said: Just tried this and liking it. I think very soon it will replace db2 for me. One very tiny cosmetic thing I noticed is when in 3d mode if I select multiple walls and right click to open the edit linedef dialog it will say the number of selected linedefs in parantheses after "edit linedef" in the title. Then if I close that and select a single wall and edit again the title of the dialog still says (3). The same happens for sectors (also in 2d mode the same). It seems this number only changes when the number of selected entities is greater than one. As I write this I just checked how it behaves for Things and this is more serious because the difficulty flags behave as if multiple things are selected even after you press "c" to clear the selection. Hope this makes sense... ty! will be fixed in the next version. might do that later today Edited September 17, 2017 by anotak 0 Quote Share this post Link to post
anotak Posted September 17, 2017 (edited) Updated! the bug is actually kind of serious, i don't know how i did not catch it considering i've been using dbx myself. please please update version 2.1.3.3 ===================== - fixed bug in 2.1.3.2 with linedef/thing edit windows, please upgrade - including zokumbsp-1.0.10-beta4. Doom 1/2 configs have zokumbsp extensions listed under linedef specials now. You need to build your map with zokumbsp to use them. There's chance they won't work with anything other than vanilla/chocolate, so be aware! - optimized sector label positioning algorithm, should have speedups on initial map load and whenever you do anything that changes geometry - fix for slow loading of maps that use a lot of sidedef compression Edited September 17, 2017 by anotak 0 Quote Share this post Link to post
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