DB 2 config files for Gzdoom

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Jive
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DB 2 config files for Gzdoom

Post by Jive »

DB 2 (Doom Builder II) is actually on the beta test phase.
Pascal made me the pleasure to include me in the beta testing crew.

But... There is actually no config file for Gzdoom, like we have it for DB 1.
I tried to convert the actual files (tweaked by me to fit my own needs, working perfectly well for Gzdoom and DB 1), but I failed...

Please, someone to help us ?
Thank you very much by advance!
Attachments
Configurations.zip
Here are the principal files CFG, including the cfg files for DB1, and the ones being on the making, but not working
(167.04 KiB) Downloaded 269 times
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Rachael
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Post by Rachael »

I think WolfyGirl's Skulltag configs might be a good starting point - except you'll need to remove the Skulltag only stuff (there shouldn't be that much besides certain team stuff and a few extra monsters).

You can download her stuff here: http://skulltag.com/forum/viewtopic.php?f=10&t=16518

It's under the [Edit2] of her post. If anything, it might at least give you a good starting point, or for anyone else that decides to help. :)
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Jive
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Post by Jive »

Many great thanks for this precious and rapidly given help !!

But, after having tried to make the needed changes, it's still unoperative... :-(
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Post by Tormentor667 »

Asking at the ZDoom forum might be a better idea concerning the larger amount of members and activity there. This is a very important issue, but afaik there isn't much to add, is it? I mean afaik, it's only the reflective floors, the 3d floors and the lights or not?
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Post by Graf Zahl »

Basically, yes. it's 3 line specials and the light actors.
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Post by Tormentor667 »

3 line specials? What did I miss? And... is there somewhere a list of all possible light actors? Afaik, even the DB1 config I have misses some of them.
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Logan MTM
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Re: DB 2 config files for Gzdoom

Post by Logan MTM »

I'm working on GZDoom.cfg...

Edit: Done. I guess that is all that was missing...
Attachments
GZDoom.zip
This is my GZDoom.cfg
I think everey thing is present now!
(19.02 KiB) Downloaded 1339 times
Last edited by Logan MTM on Mon Dec 28, 2009 23:11, edited 3 times in total.
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Re: DB 2 config files for Gzdoom

Post by Rachael »

Cool stuff, Logan. ^^
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Re: DB 2 config files for Gzdoom

Post by Bishop »

I did notice that the regular Zdoom config does contain the line special 160 (3d Floor) but all light things are missing.
So Logans config is good enough for anything Gzdoom related. Thanks!
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Re: DB 2 config files for Gzdoom

Post by Logan MTM »

Hehe, i wonder why the 3D Floors Action was included in Zdoom config. Thanks to who did that! 8)
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Re: DB 2 config files for Gzdoom

Post by Enjay »

Possibly because the 3D floors code is in Zdoom - though I'm not sure if it has been enabled yet (I don't think it has). From memory, it is the intention for 3D floors to be available in Zdoom in as much as they will not be visible, but could be used to provide blocking 3D structures rather than using bridge objects and so on.
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Re: DB 2 config files for Gzdoom

Post by Logan MTM »

I would die without knowing it! :-s
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Re: DB 2 config files for Gzdoom

Post by Graf Zahl »

Enjay wrote:Possibly because the 3D floors code is in Zdoom - though I'm not sure if it has been enabled yet (I don't think it has). From memory, it is the intention for 3D floors to be available in Zdoom in as much as they will not be visible, but could be used to provide blocking 3D structures rather than using bridge objects and so on.

It's still inactive. The reason for this is that I first want to make the 3D light code conpatible wiith it. But I really need a few quiet days for that which I never had in the last few months.
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