Using GZdoom's features in Doombuilder

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
[Home] [Download] [Git builds (Win)] [Git builds (Mac)] [Wiki] [Repo] [Bugs&Suggestions]

Moderator: Graf Zahl

Locked
heavyshell3k
Posts: 5
Joined: Fri Jan 06, 2012 22:06

Using GZdoom's features in Doombuilder

Post by heavyshell3k »

How do I use GZDoom's dynamic lights in Doombuilder2 ? Is their a configuration file for GZDOOM using Doombilder 2?
User avatar
Gez
Developer
Developer
Posts: 1399
Joined: Mon Oct 22, 2007 16:47

Re: Using GZdoom's features in Doombuilder

Post by Gez »

If you don't have dynlights in your configuration files, you can edit them in:

Make a file named gzdoom_things.cfg in your Doom Builder Configurations/Include folder, with this content:
Spoiler:
(Spoilered for bigness.)

In your main configuration file (the one that's not in /Include), look for a block like this:

Code: Select all

thingtypes
{
	include("Includes\\stuff.cfg");
	include("Includes\\more_stuff.cfg");
}
(the names of the included files won't be the same, obviously.)

Add a line like this in the thingtypes block:

Code: Select all

	include("Includes\\GZDoom_things.cfg", "gzdoom");
Locked

Return to “GZDoom”