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Krawa There is a limit
Joined: 23 Nov 2008 Location: #SDA
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Posted: Sat Jan 05, 2013 1:48 am Post subject: |
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Added "Scripted ZDaemon Teamscore functions" to the initial post. |
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Sanquin has entered the game!
Joined: 27 Sep 2013
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Posted: Sat Sep 28, 2013 1:56 am Post subject: |
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Thank you for this informative post, Helped me out a lot |
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Jack Kitetsu has entered the game!
Joined: 18 Mar 2014 Location: Mexico - Jalisco
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Posted: Mon May 19, 2014 5:54 pm Post subject: |
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hi i need help, the link "ZDaemon_things.cfg " is broken!
i try make a wad and show it..
"map error: bad or missing NODES lump: You need to build the nodes before playing this map!" (fix add mor sectors in the map)
but..
map error: bad or missing SSECTORS lump: You need to build the nodes before playing this map!" |
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Krawa There is a limit
Joined: 23 Nov 2008 Location: #SDA
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Posted: Mon May 19, 2014 6:38 pm Post subject: |
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Link fixed.
If you make a test map you need more than one sector for the nodes builder.
So make at least two sectors before you can test the map.
Also don't forget at least Player 1 Start.
Is the marker "Exclude this resource from testing parameters" for zdaemon.wad set? (First post shows it). If not strange things can happen. |
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Jack Kitetsu has entered the game!
Joined: 18 Mar 2014 Location: Mexico - Jalisco
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Posted: Tue May 20, 2014 5:20 am Post subject: |
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thanks!
try put an enemy but does not spawn, I need to change something to show?
(sorry for my bad english xD) |
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Zedek has entered the game!
Joined: 10 Mar 2013 Location: Tijuana, México
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Posted: Tue May 20, 2014 6:37 am Post subject: |
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Maybe, the "spawn monsters" flag in gameplay options is set to "no". |
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Jack Kitetsu has entered the game!
Joined: 18 Mar 2014 Location: Mexico - Jalisco
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Posted: Thu May 22, 2014 5:32 am Post subject: |
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oh, thanks, for your help!
(sorry for my bad english, i talk spanish xD) |
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Empyre Unstoppable!
Joined: 13 Dec 2006 Location: Texas, USA
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Posted: Mon Apr 27, 2015 8:23 am Post subject: |
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I upgraded my maps from Boom format to ZDaemon Doom in Hexen format, using this config file. I saw "Sector 3D Floor" in the linedef actions menu and I said to myself "Hmm, I didn't know ZDaemon supports 3D floors!". I tried it and it works in ZDoom, but not in ZDaemon.
I thank you sincerely for providing this config, but also sarcastically for getting my hopes up. |
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Aeyesx Dominating!
Joined: 13 Oct 2012
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Posted: Mon Apr 27, 2015 4:05 pm Post subject: |
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That configuration file ... is not perfect... you can fake 3D floors in few ways, |
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Empyre Unstoppable!
Joined: 13 Dec 2006 Location: Texas, USA
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Posted: Mon Apr 27, 2015 7:02 pm Post subject: |
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What I was wanting to do is have swimmable water and a bridge over that water. I can do it with transfer heights for the water and bridge things with midtextures for the bridge, but using 3d floors for both looks so much better. I even thought of using a 3d floor to hide the midtextures on ports that support them, but then I learned that you can't have a 3d floor and transfer heights in the same sector. I do want my maps to work in ZDaemon, so 3d floors are out.
What else does the config say I can do, but I really can't? |
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Aeyesx Dominating!
Joined: 13 Oct 2012
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Posted: Mon Apr 27, 2015 8:26 pm Post subject: |
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Theres old doom2 map format trick to create this kind of bridge i think, but it has a little limitation... Also that config is forked zdoom doom in hexen i believe~ err..... Making 3D sectors would reguire a developer with knownledge in doom assembly render... that is quite.... hella complicated ... |
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Aeyesx Dominating!
Joined: 13 Oct 2012
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Krawa There is a limit
Joined: 23 Nov 2008 Location: #SDA
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Posted: Tue Aug 25, 2015 9:45 pm Post subject: |
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Aeyesx: I think better not removing functions, maybe they will be added one day. |
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Krawa There is a limit
Joined: 23 Nov 2008 Location: #SDA
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Posted: Tue Aug 25, 2015 9:47 pm Post subject: |
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Initial post changed!
Changes:
- New 1.10 ACS Extensions with Syntax Highlighting and Keyword Help. |
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Evolution Wicked Sick!
Joined: 06 Sep 2005
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Posted: Thu Nov 17, 2016 2:32 pm Post subject: |
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Has anybody made a ZDaemon cfg for GZDoom Builder?
Edit: It's almost working, but only for creating new maps. Spits out some errors but shows all zdaemon things. I'm working on a wad that uses hexen format for every map and when I choose ZDaemon cfg there's no maps to edit.
http://imgur.com/qpdbpVi
EDIT2: disregard the above, I added "include zdaemon_things.cfg" to zdoom_things.cfg and got what I wanted. |
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ZZYZX has entered the game!
Joined: 31 Mar 2012
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Posted: Fri Feb 10, 2017 9:39 pm Post subject: |
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(honestly I thought I was masterbanned... whatever)
So I was recently contacted and asked to add ZDaemon configuration into GZDB, and I have two questions.
1) Is there a version of ACC (and related configs) that supports ONLY the ZDoom 1.x feature set? Can anyone share? We don't want people to try to use named scripts or local arrays or functions from GZDoom 2.4 and receive weird issues because of that.
2) What nodebuilder is commonly used here? ZDBSP and ZenNode both seem to produce nodes not suitable for ZDaemon (it just says "bad or absent NODES"). I currently found that DeepBSP works, but perhaps there's a better solution that doesn't involve ancient DOS map editors? |
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Aeyesx Dominating!
Joined: 13 Oct 2012
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Posted: Sat Feb 11, 2017 12:39 am Post subject: |
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Hey,
It's Medis / Aeyesi
I am pretty sure that named scripts are supported since were using them
ZDBSPand ZenNode are commonly both used.
BUT!
NOT The: ZDBSP (UDMF) or ZDBSP (Compressed nodes).
The REJECT or ZEROREJECT is both used.
Unsure about the rest...
Generally ZDBSP performs better, but ZenNode can help in big map layouts where ZDBSP fails...
[SDA]Krawa updated the topic with ACS Highlight syntaxes? Cool.
Sorry to hear that you were banned in past?
ZZYZX if it's possible i would prefer current "GZDoom "zdoom in hexen" config file, there are very good reasons for it even though some do not work. I better described it in message on zdoom forums.
But [SDA]Krawa will decide in better.
He mentioned he will answer better over time |
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ZZYZX has entered the game!
Joined: 31 Mar 2012
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Posted: Sat Feb 11, 2017 2:46 am Post subject: |
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Oh, nevermind, it's just that ZDBSP generates "bad or missing" nodes when the map has only one sector.
Anyway, I currently (GZDBBF-R2885) just copied the ZDoom config, but it'd be nice if there was a set of ACS files specifically for ZDaemon. |
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Aeyesx Dominating!
Joined: 13 Oct 2012
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Posted: Sat Feb 11, 2017 12:37 pm Post subject: |
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Yeah, thats... basic thing... If cannot compile nodes out of nothing so 2 sectors is a minimum.
I've tried it and it feels so much better to use
It just complained about missing
http://downloads.zdaemon.org/zdaemon.acs
But [SDA]Krawa will take care, i am not fully familiar with those.
We could also add separated formats/configs for each game.
Like:
ZDaemon (Doom2 map format)
... (Doom map format)
... (Boom)
... (Heretic)
... (Hexen)
Since there are some people mapping heretic or hexen stuff. (I think you do Krawa but you know better ahah) |
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ZZYZX has entered the game!
Joined: 31 Mar 2012
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Posted: Sat Feb 11, 2017 4:00 pm Post subject: |
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You need to specify the compiler as ZDaemon for zdaemon.acs, it's not available for other configurations:
Also, Doom2 map format == Doom map format.
Also, if someone could look at the existing configuration in GZDB and make edited versions for other map formats — it'd be nice. (Krawa, we summon thee?)
Also, DeepBSP builds valid BSP out of one sector. |
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