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Krawa There is a limit
Joined: 23 Nov 2008 Location: #SDA
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Posted: Tue Aug 30, 2011 8:13 pm Post subject: ZDaemon configuration for Doom Builder 2 |
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ZDaemon configuration for Doom Builder 2
Information:
Ultimate Doom Builder has a ZDaemon Configuration included.
So the manual settings are not needed.
Features:
- New 1.09 things (Railgun, DOM points and KOTH) are included to "Edit Thing", 2D and 3D mode.
- CTF flags and Team Starts are included.
- Mixed textures and floors is switched off (like in Doom2 format).
- New 1.10 ACS Extensions with Syntax Highlighting and Keyword Help.
1) Basic Stuff:
- Make sure that Doom Builder 2 is not running.
- Download ZDaemon.cfg and ZDaemon_things.cfg as a file (right click, save as... or something)
- Copy ZDaemon.cfg to <Program Files>\Doom Builder 2\Configurations.
- Copy ZDaemon_things.cfg to <Program Files>\Doom Builder 2\Configurations\Includes.
- Start Doom Builder 2 and don't open a map.
- Go to menu Tools, Game Configurations... (or press F6).
- Choose "ZDaemon (Doom in Hexen format)".
- Click on "Add resource..."
- Click on the open file symbol (tab From WAD File) and choose doom2.wad
- Close "Add Resource" window with OK.
- Click on "Add resource..." and the open file symbol again and choose zdaemon.wad in the ZDaemon folder.
- Click on "Exclude this resource from testing paramters" (If you don't ZDaemon crashes when you click on Testing).
- Close "Add Resource" window with OK.
- Go to tab "Testing".
- Click on the open file symbol and choose zdaemon.exe from the ZDaemon folder.
- Close "Game Configurations" with OK.
If there are formats you never use and you want to remove them from the list:
- Make sure that Doom Builder 2 is not running.
- Make a folder "not in use" in <Program Files>\Doom Builder 2\Configurations\.
- Put all .cfg files there which you don't need (so you can restore them if you change your mind).
2) ACS Extensions:
- Make sure that Doom Builder 2 is not running.
- Download zdaemon.acs as a file (right click, save as... or something)
- Put zdaemon.acs to your "...\Doom Builder 2\Compilers\ZDoom" folder.
- Edit acc.cfg in the same folder and add: zdaemon = "zdaemon.acs"; to the "zdoom_acc {...}" section. Example: Code: | zdoom_acc
{
interface = "AccCompiler";
program = "acc.exe";
zcommon = "zcommon.acs";
zdefs = "zdefs.acs";
zspecial = "zspecial.acs";
zwvars = "zwvars.acs";
zdaemon = "zdaemon.acs";
} |
Use as include of the script: Code: | #include "zcommon.acs"
#include "zdaemon.acs"
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3) Syntax Highlighting:
- Make sure that Doom Builder 2 is not running.
- Download ZDaemon_ACS.cfg as a file (right click, save as... or something)
- Put ZDaemon_ACS.cfg to your "...\Doom Builder 2\Scripting" folder.
- Edit ZDoom_misc.cfg in "...\Doom Builder 2\Configurations\Includes".
- Find keyword "hexenmaplumpnames"
- In this section change 'script = "ZDoom_ACS.cfg";' to 'script = "ZDaemon_ACS.cfg";'
4) Keyword Help:
If you set 3) Syntax Highlighting ZDaemon Keyword Help works. Put the cursor in the Script Editor to a command and press F2. Depending on the command it will open ZDaemon ACS Extensions or ZDoom Wiki.
Settings for GZDoom Builder
"ZDaemon: Doom 2 (Hexen format)" is included. Just needs to be enabled: ZDaemon: Doom 2 (Hexen format).
Thanks to Shark for the old version of the configuration file (http://forums.zdaemon.org/viewtopic.php?p=254541#254541) and worst a bit
Last edited by Krawa on Fri Oct 01, 2021 7:32 pm; edited 11 times in total |
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Sr69Mm-jC Unstoppable!
Joined: 21 Jul 2011
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Posted: Tue Aug 30, 2011 10:53 pm Post subject: |
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Good job, Krawa.
I still wonder how some people manage to map for ZDaemon with mixed flats/textures. |
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Ronald Rontard
Joined: 17 Aug 2005 Location: Netherlands Clan: [QnB]
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Posted: Wed Aug 31, 2011 9:24 am Post subject: |
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SR69MM-JC wrote: | Good job, Krawa.
I still wonder how some people manage to map for ZDaemon with mixed flats/textures. |
It's really not that complicated to turn that off.
Cheers Krawa, but I'm sticking to Cybershark's CFG file for Doom Builder 1. |
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Sr69Mm-jC Unstoppable!
Joined: 21 Jul 2011
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Posted: Wed Aug 31, 2011 11:57 am Post subject: |
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Ronald wrote: | It's really not that complicated to turn that off. |
Of course, as long as you have a clue how cfg files work, where they are located and in general the fact that it can be disabled. |
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Cybershark Spamming!
Joined: 05 Jan 2005 Location: off the grid, but still fighting for the users!
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Posted: Sat Sep 03, 2011 1:13 pm Post subject: |
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SR69MM-JC wrote: | I still wonder how some people manage to map for ZDaemon with mixed flats/textures. |
Seen a few maps released over the years where people just didn't bother testing in Zdaemon - and then wondered why they looked like shit
Roland wrote: | Cheers Krawa, but I'm sticking to Cybershark's CFG file for Doom Builder 1. |
I did update that one a while back. It's nothing that anybody else couldn't have done, but it now includes portals, Dom points and railgun - ZDaemon_DoomHexen.cfg
There was a lot of stuff that had been previously stripped out of that config - eg polyobjs - which has not been reintroduced. Not much point re-editing it until .09 is finalised though. |
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Ronald Rontard
Joined: 17 Aug 2005 Location: Netherlands Clan: [QnB]
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Posted: Sat Nov 12, 2011 9:17 am Post subject: |
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The tutorial is clear since even I managed to setup the configuration file. And it works very well, so thanks a lot Krawa! |
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Krawa There is a limit
Joined: 23 Nov 2008 Location: #SDA
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Posted: Sat Jul 28, 2012 2:49 pm Post subject: |
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Updated the configuration file and the post: added King of the Hill.
Last edited by Krawa on Fri Oct 01, 2021 7:34 pm; edited 3 times in total |
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Alteus Altues
Joined: 02 Dec 2011 Location: Spain
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Posted: Sat Jul 28, 2012 9:29 pm Post subject: |
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Hrm, seems that when I updated the configuration file something in my Doom Builder screwed up: King of the hill point is there but part of decoration and obstacles completely dissapeared or appeared as . Did this happen to anyone of you guys? |
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Krawa There is a limit
Joined: 23 Nov 2008 Location: #SDA
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Posted: Sat Jul 28, 2012 11:56 pm Post subject: |
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Rf_Xen wrote: | Hrm, seems that when I updated the configuration file something in my Doom Builder screwed up: King of the hill point is there but part of decoration and obstacles completely dissapeared or appeared as . Did this happen to anyone of you guys? |
Please download ZDaemon_things.cfg again. I messed up a bit (a } got lost).
Sorry for the inconvenience. |
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Alteus Altues
Joined: 02 Dec 2011 Location: Spain
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Posted: Sun Jul 29, 2012 1:57 am Post subject: |
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No prob, thanks. |
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Krawa There is a limit
Joined: 23 Nov 2008 Location: #SDA
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Posted: Wed Aug 01, 2012 8:25 pm Post subject: |
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Updated the configuration file and the post: DOM points and the flags have now correct size:
Last edited by Krawa on Fri Oct 01, 2021 7:34 pm; edited 3 times in total |
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Ronald Rontard
Joined: 17 Aug 2005 Location: Netherlands Clan: [QnB]
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Posted: Thu Aug 02, 2012 5:50 am Post subject: |
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Good job Krawa! |
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All-Day-Trey has entered the game!
Joined: 26 Sep 2006
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Posted: Thu Oct 04, 2012 4:04 am Post subject: |
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Hey so Im trying to get back into doom builder for Zdaemon. I followed your steps above and got this message when going to test the map:
"map error: bad or missing NODES lump: You need to build the nodes before playing this map!"
Anyone know how to fix this? |
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spacepirate AssPants
Joined: 25 Jan 2005 Location: que pasa
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Posted: Thu Oct 04, 2012 7:51 am Post subject: |
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How many sectors do you have? |
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phenex2 Unstoppable!
Joined: 10 Jan 2008
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Posted: Thu Oct 04, 2012 10:54 am Post subject: |
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All-Day-Trey wrote: | "map error: bad or missing NODES lump: You need to build the nodes before playing this map!" |
It doesnt get any more explicit than that! You need to setup a node builder like zdbsp in DB. |
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All-Day-Trey has entered the game!
Joined: 26 Sep 2006
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Posted: Thu Oct 04, 2012 6:25 pm Post subject: |
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Aaah yes tytyty. I am a nub and didnt know there was a nodebuilder tab in DB. I was using ZDBSP - Compress nodes for the config for testing, which was giving me the error. Switching to ZDBSP - Normal (no reject) or (zero reject) works for me. Spacepirate it was happening with just 1 sector as a test room. |
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Empyre Unstoppable!
Joined: 13 Dec 2006 Location: Texas, USA
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Posted: Fri Oct 05, 2012 3:22 am Post subject: |
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I think it is a requirement that you have at least 2 sectors in a map. Something breaks with a 1-sector map. |
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Ronald Rontard
Joined: 17 Aug 2005 Location: Netherlands Clan: [QnB]
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Posted: Fri Oct 05, 2012 7:11 am Post subject: |
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1-sector maps just suck. |
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Jaundice Posting Spree!
Joined: 17 Jun 2005 Location: New Jersey, USA
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Posted: Fri Oct 05, 2012 1:12 pm Post subject: |
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The node builder commits suicide if you only have 1 sector lol. |
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All-Day-Trey has entered the game!
Joined: 26 Sep 2006
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Posted: Sat Oct 06, 2012 7:53 pm Post subject: |
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LOL ok thanks for the tip |
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