Updated documentation.

Increased maximum zoom level in Classic modes to 3000%.
Added "1 mp" option in grid size menu.
Added "400%" option in zoom menu.
Renamed "Toggle GZDoom rendering effects" action to "Toggle Geometry Effects".
Sync camera position: Visual Camera height is now changed only if camera is above or below current sector.
Classic modes: view was not redrawn after "Test map from current position" action.
"Test map from current position" action: incorrect player start was used when a map had several Player 1 Start things.
This commit is contained in:
MaxED 2013-08-19 12:12:31 +00:00
parent 1e9a08fc96
commit 5853624dc5
167 changed files with 2812 additions and 981 deletions

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@ -157,6 +157,11 @@ shortcuts
buildermodes_increasesubdivlevel = 131066;
buildermodes_increasebevel = 196602;
buildermodes_decreasesubdivlevel = 131067;
buildermodes_classicpaintselect = 4;
builder_movethingfwd = 38;
builder_movethingback = 40;
builder_movethingright = 39;
builder_movethingleft = 37;
}
@ -202,7 +207,7 @@ colors
color37 = -29696;
color38 = -4343957;
color39 = -2448096;
color40 = -16744256;
color40 = -65536;
}

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@ -220,113 +220,205 @@
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@ -5,21 +5,22 @@ Compiled file=..\Build\Refmanual.chm
Contents file=Contents.hhc
Default Font=Verdana,10,0
Default Window=default
Default topic=introduction.html
Default topic=gz_introduction.html
Display compile progress=Yes
Full-text search=Yes
Index file=Index.hhk
Language=0x409 English (United States)
Title=Doom Builder Reference Manual
Language=0x409 Àíãëèéñêèé (ÑØÀ)
Title=GZDoom Builder Reference Manual
[WINDOWS]
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introduction.html
gz_introduction.html
header.gif
gz_header.gif
gzdb\gz_header.gif
editingmodes.html
userinterface.html
configurations.html

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@ -22,7 +22,7 @@ body
#gz_title
{
background: #f4f4f4 url(gz_header.gif) bottom right no-repeat;
background: #f4f4f4 url(gzdb/gz_header.gif) bottom right no-repeat;
height: 52px;
}
@ -44,6 +44,12 @@ body
border-top-style: none;
}
input.spoilerbutton
{
border: 1px solid #81776D;
height: 20px;
}
pre
{
background: #f4f4f4;

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@ -1,39 +0,0 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<title>GZDoom Builder features</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
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<div id="gz_title"><h1>Enhanced scripting workflow</h1></div>
<div id="contents">
<p><img style="float:left; margin-right:10px" src="gz_scripteditor.jpg"/><b>GZDoom Builder</b> includes several features to help you edit and assign scripts easier.</br></br>
Script editor now has "Script names" drop down, which allows you to view and select individual scripts faster.</br>
<h3>Pseudo-named scripts</h3>
If you add a comment after script opening brace like so:</br>
<code>script 1 (void)</br>
{ //My Pseudo-named script</br>
...</br>
}</br></code>
it will be used as script name in "Script names" drop down and in Thing and Linedef Edit windows drop downs (example script will be named as "[1] My Pseudo-named script").</br></br>
<b>Notice:</b> "Script names" drop down items are updated when you compile script successfully.
</p>
</div>
<div id="contents" style="clear: left">
<p><img style="float:left; margin-right:10px" src="gz_thing1.jpg"/><img style="float:left; clear: left; margin-right:10px" src="gz_thing2.jpg"/>Thing and Linedef scripts can now be set much easier.</br></br>
<b>Notice:</b> to remove named or regular script, clear script selector text box</p>
</div>
<div id="contents" style="clear: left">
<p><img style="float:left; margin-right:10px" src="gz_infoex.jpg"/>If a Thing or Linedef has named script, it will be shown in info panel.</p>
</div>
</body>

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@ -1,234 +0,0 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<title>GZDoom Builder features</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
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<div id="gz_title">
<h1>Actions</h1>
</div>
<div id="contents">
<h2>List of new actions avaliable in GZDoom Builder:</h2>
<p> You can bind these actions to keyboard shortcuts in <strong>Preferences (F5) -> Controls</strong><br />
<h2><strong>Drawing:</strong></h2>
<table border="0" cellspacing="3" cellpadding="3">
<tr>
<td width="130"><strong>Name:</strong></td>
<td width="130"><div align="center"><strong>Default shortcut:</strong></div></td>
<td><strong>Description:</strong></td>
</tr>
<tr>
<td><a href="gz_mode_drawrect.html">Start Rectangle Drawing</a></td>
<td><div align="center">Ctrl-Shift-D</div></td>
<td>Starts drawing rectangle. Increase / Decrease Sudivision Level and Increase / Decrease Corners Bevel actions are avaliable in this mode.</td>
</tr>
<tr>
<td><a href="gz_mode_drawellipse.html">Start Ellipse Drawing</a></td>
<td><div align="center">Ctrl-Alt-D</div></td>
<td>Starts drawing ellipse. Increase / Decrease Sudivision Level and Increase / Decrease Corners Bevel actions are avaliable in this mode.</td>
</tr>
<tr>
<td><a href="gz_mode_drawbridge.html">Bridge Mode</a></td>
<td><div align="center">Ctrl-B</div></td>
<td>Select two lines or two series of lines, then activate this tool to draw a bezier path between them. Increase / Decrease Sudivision Level actions are avaliable in this mode.</td>
</tr>
<tr>
<td>Increase Sudivision Level</td>
<td><div align="center">-</div></td>
<td>Increases subdivision level in Rectangle and Ellipse Drawing Modes.</td>
</tr>
<tr>
<td>Decrease Sudivision Level</td>
<td><div align="center">-</div></td>
<td>Decreases subdivision level in Rectangle and Ellipse Drawing Modes.</td>
</tr>
<tr>
<td>Increase Corners Bevel</td>
<td><div align="center">-</div></td>
<td>Increase corners bevel in Rectangle Drawing Modes. Bevel can be negative.</td>
</tr>
<tr>
<td>Decrease Corners Bevel</td>
<td><div align="center">-</div></td>
<td>Decreases corners bevel in Rectangle Drawing Modes. Bevel can be negative.</td>
</tr>
</table>
<br />
<h2><strong>Edit:</strong></h2>
<table border="0" cellspacing="3" cellpadding="3">
<tr>
<td width="130"><strong>Name:</strong></td>
<td width="130"><div align="center"><strong>Default shortcut:</strong></div></td>
<td><strong>Description:</strong></td>
</tr>
<tr>
<td><a href="gz_mode_snapverts.html">Snap Selected Vertices to Grid</a></td>
<td><div align="center">-</div></td>
<td>Snaps selected vertices to grid.</td>
</tr>
</table>
<br />
<h2><strong>GZDoom Builder:</strong></h2>
<table border="0" cellspacing="3" cellpadding="3">
<tr>
<td width="130"><strong>Name:</strong></td>
<td width="130"><div align="center"><strong>Default shortcut:</strong></div></td>
<td><strong>Description:</strong></td>
</tr>
<tr>
<td>Toggle models rendering</td>
<td><div align="center">-</div></td>
<td>Toggles models rendering.</td>
</tr>
<tr>
<td>Toggle dynamic lights rendering</td>
<td><div align="center">-</div></td>
<td>Toggles dynamic lights rendering.</td>
</tr>
<tr>
<td>Toggle dynamic lights animation</td>
<td><div align="center">-</div></td>
<td>Toggles dynamic lights animation.</td>
</tr>
<tr>
<td>Toggle fog rendering</td>
<td><div align="center">-</div></td>
<td>Toggles fog rendering.</td>
</tr>
<tr>
<td>Render selected/all models</td>
<td><div align="center">-</div></td>
<td>Render all models / render only models for selected things.</td>
</tr>
<tr>
<td>Toggle GZDoom effects</td>
<td><div align="center">-</div></td>
<td>Toggles models, dynamic lights and fog rendering.</td>
</tr>
</table>
<br />
<h2><strong>Tools:</strong></h2>
<table border="0" cellspacing="3" cellpadding="3">
<tr>
<td width="130"><strong>Name:</strong></td>
<td width="130"><div align="center"><strong>Default shortcut:</strong></div></td>
<td><strong>Description:</strong></td>
</tr>
<tr>
<td>Reload <a id="modeldef" href="gz_gldefs.html">MODELDEF</a></td>
<td><div align="center">-</div></td>
<td>Reloads MODELDEF. Useful when resource files have been changed outside of Doom Builder (this action can be also found in <strong>Tools</strong> menu).</td>
</tr>
<tr>
<td>Reload <a id="gldefs" href="gz_gldefs.html">GLDEFS</a></td>
<td><div align="center">-</div></td>
<td>Reloads GLDEFS. Useful when resource files have been changed outside of Doom Builder (this action can be also found in <strong>Tools</strong> menu).</td>
</tr>
<tr>
<td>Reload <a id="mapinfo" href="gz_mapinfo.html">(Z)MAPINFO</a></td>
<td><div align="center">-</div></td>
<td>Reloads (Z)MAPINFO. Useful when resource files have been changed outside of Doom Builder (this action can be also found in <strong>Tools</strong> menu).</td>
</tr>
<tr>
<td>Open <a href="gz_plug_colorpicker.html">Color picker</a></td>
<td><div align="center">K</div></td>
<td>Select dynamic light thing(s) or sector(s), then use this panel to set light properties quickly.</td>
</tr>
<tr>
<td>Open <a href="gz_plug_udmfcontrols.html">UDMF Controls</a></td>
<td><div align="center">Ctrl-T</div></td>
<td>Select surface(s) in Visual Modes, then use this panel to edit sector and texture properties quickly.</td>
</tr>
<tr>
<td><a id="newtestmap"></a>Test map from current position</td>
<td><div align="center">Ctrl-F9</div></td>
<td>Starts the game and loads this map for playing. Player start is placed either at cursor position (in 2D-modes) or at camera position (in Visual Modes).</td>
</tr>
</table>
<br />
<h2><strong>View:</strong></h2>
<table border="0" cellspacing="3" cellpadding="3">
<tr>
<td width="130"><strong>Name:</strong></td>
<td width="130"><div align="center"><strong>Default shortcut:</strong></div></td>
<td><strong>Description:</strong></td>
</tr>
<tr>
<td><a id="eventlines"/>Toggle <a href="gz_event_lines.html">Event lines</a></td>
<td><div align="center">I</div></td>
<td>When enabled, shows order, in which patrol points and interpolation points are connected. Also shows action target for currently highlighted item in 3D modes.</td>
</tr>
</table>
<h2><strong>Visual Modes:</strong></h2>
<table border="0" cellspacing="3" cellpadding="3">
<tr>
<td width="130"><strong>Name:</strong></td>
<td width="130"><div align="center"><strong>Default shortcut:</strong></div></td>
<td><strong>Description:</strong></td>
</tr>
<tr>
<td>Toggle GZDoom rendering effects</td>
<td><div align="center">Tab</div></td>
<td>Toggles rendering of GZDoom rendering effects (slopes, 3D-floors etc.) in Visual mode.</td>
</tr>
<tr>
<td>Toggle <a href="gz_visual_verts.html">Visual Vertices</a></td>
<td><div align="center">Alt-V</div></td>
<td>When enabled, shows vertices, which heights can be changed, in Visual mode (UDMF only).</td>
</tr>
<tr>
<td><a id="movething"/>Move Thing Left</td>
<td><div align="center">Ctrl-Left</div></td>
<td>Moves selected Things left in Visual Modes. Movement ammount is based on current grid size.</td>
</tr>
<tr>
<td>Move Thing Right</td>
<td><div align="center">Ctrl-Right</div></td>
<td>Moves selected Things right in Visual Modes. Movement ammount is based on current grid size.</td>
</tr>
<tr>
<td>Move Thing Forward</td>
<td><div align="center">Ctrl-Up</div></td>
<td>Moves selected Things away from camera in Visual Modes. Movement ammount is based on current grid size.</td>
</tr>
<tr>
<td>Move Thing Backward</td>
<td><div align="center">Ctrl-Down</div></td>
<td>Moves selected Things closer to camera in Visual Modes. Movement ammount is based on current grid size.</td>
</tr>
<tr>
<td><a id="movethingtocursor"></a>Move Thing To Cursor Location</td>
<td><div align="center">Ctrl + Middle-Click</div></td>
<td>Moves selected Things to cursor location preserving relative offsets in Visual Modes.</td>
</tr>
<tr>
<td>Rotate Selected Things Clockwise</td>
<td><div align="center">Ctrl-Shift-MScroll</div></td>
<td>Rotates selected things clockwise.</td>
</tr>
<tr>
<td>Rotate Selected Things Counterclockwise</td>
<td><div align="center">Ctrl-Shift-MScroll</div></td>
<td>Rotates selected things counterclockwise.</td>
</tr>
</table>
</p>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<title>Template</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
</head>
<body>
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
<param name="keyword" value="Template">
</object>
<div id="gz_title">
<h1>GZDoom Builder-specific settings in game configurations</h1>
</div>
<div id="contents">
<p><h3>General settings:</h3></br><b>basegame</b> - indicates on which game current configuration is based. Used to load game-specific GLDEFS lumps (DOOMDEFS, HTICDEFS, HEXNDEFS or STRFDEFS)</br>
<b>Possile values:</b> 1 (DOOM), 2 (HERETIC), 3 (HEXEN) or 4 (STRIFE).</br>
<b>Example:</b> <code>basegame = 0;</code></p>
<h3>Thing and linedef definition:</h3>
Default values can be set in Thing and Linedef argument definitions.</br>
<b>Example:</b> </br>
<code>arg1</br>
{</br>
title = "Speed";</br>
default = 100;</br>
}</br></code></p>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<title>New editing modes</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
</head>
<body>
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
<param name="keyword" value="Template">
</object>
<div id="gz_title"><h1>New editing modes</h1></div>
<div id="contents">
<p>To help you create things faster, GZDoom Builder adds several new editing modes:</br></br>
<a href="gz_mode_drawrect.html">Draw Rectangle Mode</a></br>
<a href="gz_mode_drawellipse.html">Draw Ellipse Mode</a></br>
<a href="gz_mode_drawbridge.html">Bridge Mode</a></br>
<a href="gz_mode_snapverts.html">Snap selected vertices to grid mode</a>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<title>GZDoom Builder features</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
</head>
<body>
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
<param name="keyword" value="Template">
</object>
<div id="gz_title"><h1>Frequently asked questions</h1></div>
<div id="contents">
<p><strong>Q:</strong> When I create a new map, I see only Doom-related game configurations. Where are configurations for other games?<br />
<strong>A:</strong> Copy &quot;&lt;EngineName&gt;_&lt;Game&gt;&lt;MapType&gt;.cfg&quot; from &quot;&lt;GZDoom Builder&gt;\Configurations\Configs for other games\&quot; to &quot;&lt;GZDoom Builder&gt;\Configurations\&quot;.</p>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<title>GZDoom Builder features</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
</head>
<body>
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
<param name="keyword" value="Template">
</object>
<div id="gz_title"><h1>GZDoom Builder features</h1></div>
<div id="contents">
<p><h2>List of new features avaliable in GZDoom Builder:</h2></p>
<ul>
<li>Dynamic lights (all types) are rendered in Visual mode.</li>
<li>Dynamic lights defined in GLDEFS are rendered in Visual mode.</li>
<li>Animated dynamic lights.</li>
<li><a href="gz_gldefs.html">MD2 and MD3 models</a> rendering in 2D and 3D modes.</li>
<li>Fog rendering in Visual mode (including colored fog in maps in UDMF format).</li>
<li><a href="gz_gzdb_vm.html">GZDB Visual mode.</a></li>
<li><a href="gz_textures.html">More complete TEXTURES support.</a></li>
<li><a href="gz_event_lines.html">Event lines.</a></li>
<li><a href="gz_visual_verts.html">Visual vertices.</a></li>
<li><a href="gz_linedef_color_presets.html">Custom linedef colors.</a></li>
<li><a href="gz_multi_engines.html">Multiple engines per game configuration.</a></li>
<li>Partial <a href="gz_gldefs.html">GLDEFS</a> and <a href="gz_mapinfo.html">(Z)MAPINFO support.</a></li>
<li><a href="gz_acsex.html">Enhanced scripting workflow</a>.</li>
<li><a href="gz_texbrowser.html">Enhanced textures browser</a>.</li>
<li><a href="gz_mode_drawrect.html">Draw Rectangle</a>, <a href="gz_mode_drawellipse.html">Draw Ellipse</a> and <a href="gz_mode_drawbridge.html">Bridge</a> modes.</li>
<li>Ability to <a href="gz_actions.html#movething">move</a>, cut, copy, paste, insert and delete Things in Visual mode.</li>
<li><a href="gz_actions.html#newtestmap">"Test Map from current position"</a> feature.</li>
<li><a href="gz_settings.html">"Sync camera position between 2D and 3D modes"</a> feature.</li>
<li><a href="gz_actions.html#movethingtocursor">"Place Things at cursor position in Visual Mode"</a> feature.</li>
<li>PNG image format support.</li>
<li>PK7 archive format support.</li>
<li><a href="gz_plug_colorpicker.html">Color Picker plugin.</a></li>
<li><a href="gz_plug_udmfcontrols.html">UDMF Controls plugin.</a></li>
<li><a href="gz_plug_tagexplorer.html">Tag Explorer plugin.</a></li>
</ul>
<p><strong>"Smaller" features:</strong>
<ul><li>Map Analysis Mode: analysis results can be saved to a text file.</li>
<li>Find and Replace mode now have &quot;Sector Brightness&quot; search mode.</li>
<li>UDMF: Vertex height offsets (&quot;zfloor&quot; and &quot;zceiling&quot;) are shown in Visual mode.</li>
<li>UDMF: vertical offsets of a vertex can be edited in Vertex Edit form and are shown in Vertex Info panel.</li>
<li>UDMF: UDMF texture offsets can be edited in Sector and Linedef edit forms.</li>
<li>Map Analysis window now have "Apply to all errors of this type" checkbox.</li>
<li>Up to 8 newly created sectors can now be highlighted using a custom color.</li>
<li>Visual mode: things with zero Height and Radius are now rendered.</li>
<li>Visual mode: when the thing category has sprite, and the thing doesn't, category sprite is used.</li>
<li>Thing Edit Form now has "Random angle" checkbox.</li>
<li>Error Checker checks for unknown things.</li>
<li>Size of vertex handles in 2D modes can be changed in <a href="gz_settings.html">preferences</a>.</li>
<li>etc., etc., etc...</li>
</ul>
</p>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<title>GZDoom Builder features</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
</head>
<body>
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
<param name="keyword" value="Template">
</object>
<div id="gz_title">
<h1>GLDEFS and MODELDEF support</h1>
</div>
<div id="contents">
<p><b>If you are creating maps for Doom or Doom 2, you probably don't need to read this, since required information is already added for those games.</b><br /><br />
<b>To load models or dynamic lights defined in GLDEFS for things defined in configuration files:</b><br />
To display a model instead of thing sprite, or to attach a light defined in GLDEFS, my code needs to know a thing's class name (because that's how overrides are defined in MODELDEF and GLDEFS). Things defined in Doom Builder configuration files don't have this value. So, if you aren't using configs, which came with GZDoom Builder, or you are creating maps for games other than Doom and Doom 2, you need to add a new value named "class" to thing definition in config:<br />
<code style="color:#006600">3001<br />{<br />&nbsp; &nbsp;title = &quot;Imp&quot;;<br />&nbsp; &nbsp;sprite = &quot;TROOA2A8&quot;;<br />&nbsp; &nbsp;class = &quot;DoomImp&quot;; // &lt;- you need to add this value<br />}</code><br />
You can find class names for things on <a href="http://www.zdoom.org/wiki/Classes">ZDoom wiki</a><br /><br />
You can reload GLDEFS and MODELDEF by using "<a href="gz_actions.html#gldefs">Reload GLDEFS</a>" and "<a href="gz_actions.html#modeldef">Reload MODELDEF</a>" actions.
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<title>GZDoom Builder features</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
<style type="text/css">
<!--
.style1 {color: #990000}
-->
</style>
</head>
<body>
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
<param name="keyword" value="Template">
</object>
<div id="gz_title"><h1>GZDB Visual mode</h1></div>
<div id="contents">
<p>GZDB Visual mode is the result of merging Doom Builder's Visual mode and GZDoom Visual mode. </p>
<p>List of new features avaliable in this mode:
<ul>
<li>(UDMF) <a href="gz_visual_verts.html">Vertex offsets</a> can be edited.</li>
<li>Transparent 3D floors are rendered correctly.</li>
<li>Auto-align textures actions now affect sides of 3D floors.</li>
<li>Things with zero Height and Radius are rendered.</li>
<li>&quot;16: Use a sidedef's upper texture to draw the sides&quot; flag is supported.</li>
<li>"32: Use a sidedef's lower texture to draw the sides" flag is supported.</li>
<li>&quot;64: Render the 3D floor using additive translucency&quot; flag is supported.</li>
<li>"Ignore bottom height" flag is supported.</li>
</ul>
</p>
<p class="style1"><strong>Warning:</strong> GZDoomEditing.dll plugin is no longer supported by GZDoom Builder and should be removed from "Plugins" folder.</p>
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<div id="gz_title"><h1>Introduction</h1></div>
<div id="contents">
<p>
GZDoom Builder is a Doom Builder 2 fork, which aims to incorporate as many GZDoom features as possible. Currently it's the only map editor for Doom and games based on Doom engine, which supports 3d-models and dynamic lights.
<p align="right"><em>Documentation is like sex: when it is good, it is very, very good; and when it is bad, it is better than nothing.</em></p>
<p>GZDoom Builder is a Doom Builder 2 fork, which aims to incorporate as many GZDoom features as possible. Currently it's the only map editor for Doom and games based on Doom engine, which supports 3d-models, dynamic lights and colored fog.
<h2>Reference Manual</h2>
This is the Reference Manual for GZDoom Builder. You can use this manual to look up how the specific GZDoom Builder features work and what the specific modes and actions do. This manual is not a beginners tutorial that teaches you how to make maps.
<h2>Table of contents</h2>
<ul>
<li><a href="gz_features.html">Features</a></li>
<li><a href="gz_settings.html">New settings</a></li>
<li><a href="gz_editmodes.html">New editing modes</a></li>
<li><a href="gz_actions.html">New actions</a></li>
<li><a href="gz_gldefs.html">MODELDEF, GLDEFS</a> and <a href="gz_mapinfo.html">(Z)MAPINFO</a> support</li>
<li><a href="gz_cfg_settings.html">New settings in game configurations</a></li>
<li><a href="gz_plugins.html">Plugins</a></li>
<li><a href="gz_faq.html">Frequently asked questions</a></li>
</ul>
<img style="float:left; margin-right:10px; margin-top:18px" src="gz_mxd_avatar.png"/>
<li><a href="gzdb/features/features.html">List of features</a>.</li>
<li><a href="gzdb/actions.html">List of actions</a>.</li>
<li><a href="gzdb/gldefs.html">MODELDEF and GLDEFS</a> support.</li>
<li><a href="gzdb/mapinfo.html">(Z)MAPINFO</a> support.</li>
<li><a href="gzdb/textures.html">TEXTURES</a> support.</li>
<li><a href="gzdb/preferences.html">New settings in program's Preferences</a>.</li>
<li><a href="gzdb/gamecfg_settings.html">New settings in game configurations</a>.</li>
<li><a href="gzdb/faq.html">Frequently asked questions</a>.</li>
</ul>
<img style="float:left; margin-right:10px; margin-top:18px" src="gzdb/mxd_avatar.png"/>
<h2>Notice from author:</h2>
English is not my first language, so there most likely are things which are explained in a strange or grammatically incorrect way. If you notice such things, please write me a <a href="http://forum.zdoom.org/ucp.php?i=pm&mode=compose&u=7012">personal message</a>, or leave a comment in the <a href="http://forum.zdoom.org/viewtopic.php?f=3&t=32392">Official GZDoom Builder thread</a> at zdoom.org.
English is not my native language, so there most likely are things which are explained in a strange or grammatically incorrect way. If you notice such things, please write me a personal message (http://forum.zdoom.org/ucp.php?i=pm&mode=compose&u=7012), or leave a comment in the Official GZDoom Builder thread at http://forum.zdoom.org/viewtopic.php?f=3&t=32392.
</p>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<title>Draw Ellipse mode</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
</head>
<body>
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
<param name="keyword" value="Template">
</object>
<div id="gz_title"><h1>Draw Ellipse mode</h1></div>
<div id="contents">
<p>
This mode lets you draw various ellipsoid shapes.<br>
<b>Found in:</b> Preferences -> Controls -> Drawing.<br>
<b>Default key:</b> Ctrl-Alt-D.<br>
<b>Additional actions:</b> Increase Sudivision Level, Decrease Sudivision Level.<br><br>
You can activate this mode by pressing Alt-Shift-D (default key).<br>
If you bind keys to "Increase / Decrease Sudivision Level" actions in Preferences -> Controls -> Drawing, you can use them to control the number of sides ellipse has:
<br>
<img src="gz_ell1.jpg" />
<br>
Negative bevel values are also supported:
<br>
<img src="gz_ell2.jpg" />
<br>
Bevel ammount is based on current grid size.<br><br>
<b>NOTE:</b> I suggest you bind these actions to Ctrl+ScrollUp/ScrollDown, Shift+ScrollUp/ScrollDown or something similar. I can't bind default shortcuts for these actions to these keys, because they are already used in Visual Modes.
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<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<title>GZDoom Builder features</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
</head>
<body>
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
<param name="keyword" value="Template">
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<div id="gz_title"><h1>Color Picker plugin</h1></div>
<div id="contents">
<p>Color Picker plugin lets you edit Dynamic Lights properties and sector "lightcolor" and "fadecolor" properties quickly.<br />
<strong>Default key:</strong> K.<br />
<strong>Found in:</strong> Preferences -> Controls -> Tools -&gt; Open Color Picker.<br /><br />
<img style="float:left; margin-right:10px" src="gz_colorpicker.jpg"/><strong>To edit light properties:</strong><br />
Select some lights in 2D mode or (GZDoom) Visual Mode and click Color Picker button / press a shortcut key to open Color Picker window.<br />
You can enable <strong>Relative mode</strong> if you have several lights with different settings selected and want to scale them all up/down a bit.<br />
If nothing is selected in (GZDoom) Visual Mode, you can hilight a Light Thing and then open Color Picker window to edit it's properties.<br /><br />
<strong>To edit sector colors (UDMF only):</strong><br />
Select some sectors in 2D mode, or some surfaces in (GZDoom) Visual Mode, then open Color Picker window.
Sector color ("lightcolor" property) and Fade color ("fadecolor" property) can be set in this mode.
If nothing is selected in (GZDoom) Visual Mode, you can hilight a surface and then open Color Picker window to edit sector colors of sector, to which hilighted surface belongs.</p>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<title>GZDoom Builder features</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
</head>
<body>
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
<param name="keyword" value="Template">
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<div id="gz_title"><h1>Tag Explorer plugin</h1></div>
<div id="contents">
<p><img style="float:left; margin-right:10px" src="gz_plug_tagexplorer.jpg"/>Tag Explorer plugin lets you view all things, sectors and linedefs, which have tags and/or actions/effects set. It allows you to filter by tag or effect number. If current map is in UDMF map format, it also allows you to edit comments of things, sectors and linedefs and search an item by a comment.<br /><br />
<strong>Usage:</strong><br />
Right-click an item to open appropriate Edit menu.<br />
Double-click an item to edit comment (UDMF-only). Remove comment text to clear comment.<br /><br />
<strong>Special filter options:</strong><br />
Enter <b># + tag number</b> to show only elements with this tag. Example: enter "#12" to show elements with tag 12.<br />
Enter <b>$ + effect or action number</b> to show only elements with this effect or action. Example: enter "$9" to show elements with "Line Horizon" effect.
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<title>GZDoom Builder features</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
</head>
<body>
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
<param name="keyword" value="Template">
</object>
<div id="gz_title"><h1>UDMF Controls plugin</h1></div>
<div id="contents">
<p>UDMF Controls plugin lets you edit surface properties and linedef/sector UDMF flags quickly.<br />
<strong>Default key:</strong> Ctrl-T.<br />
<strong>Found in:</strong> Preferences -> Controls -> Tools -> Open UDMF Controls.<br /><br />
<img style="float:left; margin-right:10px" src="gz_udmfcontrols.jpg"/>
<strong>Usage:</strong> select some surfaces in Visual Modes, then open UDMF Controls panel to edit surface properties and linedef/sector UDMF flags. If no surfaces are selected, currently hilighted surface will be used.<br /><br />
When <strong>Relative mode</strong> is active, scale, position and rotation are changed relatively to their initial values.<br /><br />
You can press <strong>Shift</strong>, then click inside Rotation control's dial to snap angle to 45-degrees increment.
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<title>GZDoom Builder features</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
</head>
<body>
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
<param name="keyword" value="Template">
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<div id="gz_title"><h1>GZDoom Builder plugins</h1></div>
<div id="contents">
<p>
<h2>List of plugins made for GZDoom Builder:</h2>
</br>
<a href="gz_plug_colorpicker.html">Color Picker plugin.</a></br>
<a href="gz_plug_udmfcontrols.html">UDMF Controls plugin.</a></br>
<a href="gz_plug_tagexplorer.html">Tag Explorer plugin.</a>
</p>
</div>
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<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<title>Template</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
<style type="text/css">
<!--
.style1 {
color: #990000;
font-weight: bold;
}
-->
</style>
</head>
<body>
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
<param name="keyword" value="Template">
</object>
<div id="gz_title"><h1>Settings</h1></div>
<div id="contents">
<p>There are several new options avaliable in GZDoom Builder's <strong>Preferences window</strong> (F5):</p>
<table valign="top" width="100%" border="0" cellspacing="3" cellpadding="3">
<tr valign="top">
<td width="550px"><img src="gz_prefs1.jpg" /></td>
<td><p><strong>1. Vertex scale factor:</strong> controls the size of vertex handles in 3D modes.</p>
<p><strong>2. Sync camera position between 2D and 3D modes:</strong> when enabled, GZDoom Builder will center 2D-mode on Visual Camera position when you leave Visual mode, and will place Visual Camera at cursor position when you toggle from 2D-mode to Visual Mode (unless you have Visual Mode camera thing in your map).</p>
<p><strong>3. GZDoom toolbar:</strong> if enabled, <a href="gz_toolbar.html">GZDoom toolbar</a> (<img align="baseline" src="gz_gzpanel.jpg" />) will be shown in main editing window.</p>
<p>&nbsp;</p></td>
</tr>
<tr valign="top">
<td><img src="gz_prefs2.jpg" /></td>
<td><p><strong>1. Model wireframe color:</strong> lets you choose a color, which is used to render model wireframe in 2D-mode.</p>
<p><strong>2. Color of <a href="gz_event_lines.html">event lines</a>.</strong></p>
<p><strong>3. Color of newly created sectors.</strong></p>
<p><strong>4. Number of newly created sectors</strong> to colourise using different color. Possible values are [0..8].</p>
<p><strong>5. Scale models in visual modes:</strong> if enabled, height of models will be scaled down by 15% in Visual mode to mimick GZDoom's way of rendering.</p>
<p><strong>6. Maximum dynamic lights to render:</strong> lets you choose how many dynamic lights to render in visual mode. Decrease this to improve performance when Dynamic Lights Rendering is on. Possible values are [1..32].</p>
<p><strong>7. Dynamic light size:</strong> this option mimics GZDoom's &quot;light size&quot; option.</p>
<p><strong>8. Dynamic light intensity:</strong> this option mimics GZDoom's &quot;light intensity&quot; option.</p>
<p><strong>9. Load GZDoom light definitions:</strong> if enabled, GZDoom's built-in GLDEFS dynamic light definitions will be loaded. <span class="style1">Warning:</span> if a map is loaded, you'll need to reload resources after changing this option to apply the changes.</p>
<p><strong>10. Always show selection in visual modes:</strong> if enabled, selected surfaces will be highlighted in Visual mode
even if &quot;Show highlight&quot; mode is disabled Doom Builder 2 behaviour).</p></td>
</tr>
</table>
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<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<title>GZDoom Builder features</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
</head>
<body>
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<div id="gz_title"><h1>Textures browser</h1></div>
<div id="contents">
<p><img style="float:left; margin-right:10px" src="gz_texbrowser.jpg"/>Texture browser can display directory structure of Folder, PK3 and PK7 resources, allowing you to group textures easier.<br /><br />
<strong>Technical notice:</strong><br />
For textures defined in TEXTURES lump, location of first patch is used as texture path.<br />
</p>
</div>
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<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<title>GZDoom Builder features</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
<style type="text/css">
<!--
.style1 {color: #990000}
-->
</style>
</head>
<body>
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<param name="keyword" value="Template">
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<div id="gz_title"><h1>GZDoom toolbar</h1></div>
<div id="contents">
<img src="gz_gzpanel.jpg" />
<p>GZDoom toolbar allows you to toggle several GZDoom Builder's features:</p>
<ol>
<li>Toggles models, dynamic lights and fog rendering in Visual mode.</li>
<li>Toggles dynamic lights rendering in Visual mode.</li>
<li>Toggles dynamic lights animation in Visual mode.</li>
<li>Toggles models rendering in Visual mode.</li>
<li>Render all models / render only models for selected things in Visual mode.</li>
<li>Toggles fog rendering in Visual mode.</li>
<li>Toggles <a href="gz_event_lines.html">Event lines</a>.</li>
<li>Toggles <a href="gz_visual_verts.html">Visual vertices</a> in Visual mode (UDMF only).</li>
</ol>
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<head>
<title>GZDoom Builder features</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
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<div id="gz_title"><h1>Visual vertices</h1></div>
<div id="contents">
<p>Visual vertices allow you to edit vertical vertex offsets in Visual mode.<br/>
<strong>Technical note &#8470;1:</strong> Visual vertices work only if a map is in UDMF map format.<br/>
<strong>Technical note &#8470;2:</strong> Visual vertices work only for triangular sectors. </p>
<p>It took approx. 30 seconds to create this wonderous terrain:</p>
<img src="gz_visual_verts.jpg" />
</div>
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<head>
<title>GZDoom Builder features</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="../default.css" media="screen" title="Default" />
<style type="text/css">
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<div id="gz_title"><h1>Frequently asked questions</h1></div>
<div id="contents">
<p><strong>Q:</strong> When I create a new map, I see only Doom-related game configurations. Where are configurations for other games?<br />
<strong>A:</strong> Copy &quot;<span class="style1">[EngineName]_[Game][MapType].cfg</span>&quot; and &quot;<span class="style1">Includes</span>&quot; folder from &quot;<span class="style1">[GZDB]\Configurations\Configs for other games\[Game]</span>&quot; to &quot;<span class="style1">[GZDoom Builder]\Configurations\</span>&quot;.<br />
If you are using Zandronum, you'll also need to copy all files from &quot;<span class="style1">[GZDB]\Configurations\Configs for other games\Zandronum Includes\</span>&quot; to the main &quot;<span class="style1">Includes</span>&quot; folder (&quot;<span class="style1">[GZDB]\Configurations\Includes\</span>&quot;) .</p>
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<head>
<title>GZDoom Builder features</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
</head>
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<div id="gz_title">
<h1>Color Picker plugin</h1>
</div>
<div id="contents">
<p>Color Picker plugin lets you edit Dynamic Lights properties and sector "lightcolor" and "fadecolor" properties quickly.<br />
<strong>Default key:</strong> K<br />
<strong>Found in:</strong> Preferences -> Controls -> Tools -&gt; Open Color Picker</p>
<table width="100%" border="0" cellspacing="3" cellpadding="3">
<tr>
<td valign="top"><strong>To edit light properties:</strong><br />
Select some lights in Classic or Visual Mode and click Color Picker button / press a shortcut key to open Color Picker window.<br />
You can enable <strong>Relative mode</strong> if you have several lights with different settings selected and want to scale them all up/down a bit.<br />
If nothing is selected in Visual Mode, you can hilight a Light Thing and then open Color Picker window to edit it's properties.<br />
<br />
<strong>To edit sector colors (UDMF only):</strong><br />
Select sectors in Classic mode, or any surfaces in Visual Mode, then open Color Picker window.
Sector color (&quot;lightcolor&quot; property) and Fade color (&quot;fadecolor&quot; property) can be set in this mode.
If nothing is selected in Visual Mode, you can hilight a surface and then open Color Picker window to edit sector colors of sector, to which hilighted surface belongs.</td>
<td><img src="colorpicker.jpg"/></td>
</tr>
</table>
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<title>GZDoom Builder features</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
<style type="text/css">
<!--
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@ -21,11 +21,11 @@
<div id="gz_title"><h1>Event lines</h1></div>
<div id="contents">
<p>Event lines can be toggled using GZDoom toolbar or using <a href="gz_actions.html#eventlines">"Toggle Event lines"</a> action.<br />Color of event lines can be changed in Preferences -> <a href="gz_settings.html">Appearance.</a></p>
<p>Event lines can be toggled using GZDoom toolbar or using <a href="../../actions.html#eventlines">"Toggle Event lines"</a> action.<br />Color of event lines can be changed in Preferences -> <a href="../../preferences.html">Appearance.</a></p>
<p>Several things will happen when event lines are enabled:</p>
<p>1. Arrows will be drawn to all action targets for currently highlighted item in 2D modes:
<img src="gz_evt_lines1.jpg" /></p>
<p>2. Order, in which patrol points and interpolation points are connected will be shown in 2D and Visual modes:
<img src="gz_evt_lines2.jpg" /></p>
<p>1. Arrows will be drawn to all action targets for currently highlighted item in 2D modes:<br />
<img src="event_lines1.jpg" /></p>
<p>2. Order, in which patrol points and interpolation points are connected will be shown in Classic and Visual modes:
<img src="event_lines2.jpg" /></p>
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<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<title>GZDoom Builder features</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
</head>
<body>
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<div id="gz_title">
<h1>Jitter</h1>
</div>
<div id="contents">
<p><img src="jitter1.jpg" alt="" /></p>
<p>Jitter can be used to add some randomness to any kind of selection, which can be helpful when you are creating natural (caves) or distorted (CAVES IN HELL!!!) environments.<br />
<table border="0" cellspacing="3" cellpadding="3">
<tr>
<td><strong>Before:</strong></td>
<td><strong>After:</strong></td>
</tr>
<tr>
<td><img src="jitter2.jpg" alt="" width="295" height="211" /></td>
<td><img src="jitter3.jpg" alt="" width="257" height="211" /></td>
</tr>
</table>
<p>This function can be applied to any kind of selection from both Classic and Visual modes.
Depending on selection type, different sets of settings can be used:<br />
<br />
When vertices or linedefs are selected in <strong>Vertices</strong> or <strong>Linedefs mode</strong>, or only walls are selected in <strong>Visual mode</strong>, you'll get this:</p>
<p><img src="jitter_verts.jpg" alt="" width="372" height="92" /></p>
<p>When sectors are selected in <strong>Sectors mode</strong>, or floors/ceilings are selected in <strong>Visual mode</strong>, you'll get this:</p>
<p><img src="jitter_sectors.jpg" alt="" width="388" height="376" /></p>
<p>When things are selected in <strong>Things</strong> or <strong>Visual mode</strong>, you'll get this:</p>
<p><img src="jitter_things.jpg" alt="" width="372" height="146" /></p>
<p>You can use <img src="jitter_update.jpg" alt="" width="22" height="24" /> button to update random values for given property.<br />
If you enable <strong>Relative</strong> option, property value will be calculated as a percentage of maximum possible value.</p>
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<head>
<title>GZDoom Builder features</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
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<div id="gz_title">
<h1>Synchronizing camera position</h1>
</div>
<div id="contents">
<p>GZDB can synchronize camera position between Classic and Visual modes. Unlike DB2, this doesn't require Visual Mode Camera thing and it works both ways. Here's how it works: </p>
<p>Let's say you want to inspect that secret area in Visual mode:<br />
<img src="synch_cam1.jpg" alt="" width="736" height="512" /></p>
<p>Move mouse cursor to the position you want to appear in Visual mode, then go to Visual mode (default key is <strong>Q</strong>). You will appear there:</p>
<p><img src="synch_cam2.jpg" alt="" width="740" height="515" /></p>
<p>Then, let's say you've moved to entirely different place without leaving Visual mode:</p>
<p><img src="synch_cam3.jpg" alt="" width="740" height="515" /></p>
<p>If you leave Visual mode now, the map will be centered at Visual camera's location:</p>
<p><img src="synch_cam4.jpg" alt="" width="736" height="512" /></p>
<p>If you don't like this behaviour, you can disable it in <a href="../../preferences.html#synch_camera">Preferences</a>.</p>
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<head>
<title>GZDoom Builder features</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
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<div id="gz_title">
<h1>Synchronizing selection</h1>
</div>
<div id="contents">
<p>You can take selection from Linedefs, Sectors and Things modes to Visual mode (and back). To do this, hold <strong>Shift</strong> while going to/from Visual mode (that will be <strong>Shift-Q</strong> by default). You can also invert this behavior by enabling<strong> Preferences -&gt; Editing -&gt; &quot;<a href="../../preferences.html#synch_selection">Synchronize selection between Visual and Classic modes</a>&quot;</strong> setting. When this setting is enabled, holding <strong>Shift</strong> will ignore selection.</p>
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<head>
<title>GZDoom Builder features</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
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<div id="gz_title"><h1>Enhanced Tag support</h1>
</div>
<div id="contents">
<h2><strong>Tag support:</strong></h2>
<table width="100%" border="0" cellspacing="3" cellpadding="3">
<tr>
<td valign="top">If a tag is already used in a map, you can pick it from the list:
</p></td>
<td><img src="tags_dropdown.jpg" alt="" width="398" height="400" /></td>
</tr>
<tr>
<td valign="top"><p>This also works for action arguments. Only relevant tags will be shown in this case (e.g. if an argument is sector tag, only sector tags will be shown in the drop down).<br />
<strong>If you want, you can type tag number manually.</strong></p></td>
<td><img src="tags_action_arg.jpg" alt="" width="400" height="329" /></td>
</tr>
</table>
<h2><strong>Tag Labels</strong>:</h2>
<p>You can add labels to tags. This can be done in several ways:<br />
1. If you type text in tag selector, unused tag number will be found, and your text will be assigned to it as a label (this won't work for action arguments).
<p><img src="tags_newlabel.jpg" alt="" width="435" height="75" />
<p>2. You can use <strong>Tag statistics</strong> form to view all tags used in a map, and view and edit labels, assigned to them:
<p><img src="tags_view1.jpg" alt="" width="264" height="399" /><br /><br /><img src="tags_table.jpg" alt="" />
<p>Double-click on values in &quot;Label&quot; column to edit tag labels.<br />
Double-click on Sectors, Linedefs or Things cells to select map elements, right click to open their properties.<br />
All columns are sortable.
<p>Tag labels support autocompletion. Start typing tag label to show autocompletion list:
<p><img src="tags_autocomplete.jpg" alt="" width="356" height="400" />
<p>When sort mode is set to &quot;By Tag&quot;, tag labels will be shown in Tag Explorer:
<p><img src="tags_tagexplorer.jpg" alt="" width="285" height="311" />
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<head>
<title>GZDoom Builder features</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
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<div id="gz_title">
<h1>Tag Explorer plugin</h1>
</div>
<div id="contents">
<table width="100%" border="0" cellspacing="3" cellpadding="3">
<tr>
<td valign="top">Tag Explorer plugin lets you view all things, sectors and linedefs, which have tags and/or actions/effects set. It allows you to filter by tag or effect number. If current map is in UDMF map format, it also allows you to edit comments of things, sectors and linedefs and search an item by a comment.<br />
<br />
<strong>Usage:</strong><br />
Right-click an item to open Edit menu.<br />
Double-click an item to edit comment (UDMF-only). Remove comment text to clear comment.<br />
<br />
<strong>Special filter options:</strong><br />
Enter <b># + tag number</b> to show only elements with this tag. Example: enter &quot;#12&quot; to show elements with tag 12.<br />
Enter <b>$ + effect or action number</b> to show only elements with this effect or action. Example: enter &quot;$9&quot; to show elements with &quot;Line Horizon&quot; effect. </td>
<td><img src="tagexplorer.jpg"/></td>
</tr>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<title>GZDoom Builder features</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
</head>
<body>
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
<param name="keyword" value="Template">
</object>
<div id="gz_title">
<h1>Testing map from view</h1>
</div>
<div id="contents">
<p>GZDB allows you to test a map from any valid place in a map. Here's how it works: </p>
<p>Let's say you want to inspect that secret area in (G)ZDoom:<br />
<img src="synch_cam1.jpg" alt="" width="736" height="512" /></p>
<p>Move mouse cursor to the position you want to appear in the game, then use &quot;<a href="../../actions.html#testmap2"><strong>Test map from current position</strong></a>&quot; action (default key is <strong>Ctrl-F9</strong>). You will appear there:</p>
<p><img src="test_from_view2.jpg" alt="" width="740"/></p>
<p>This works from Visual mode as well. You will appear at Visual camera position:</p>
<p><img src="test_from_view3.jpg" alt="" width="740" height="515" /></p>
<p><img src="test_from_view4.jpg" alt="" width="740"/></p>
</div>
</body>

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<title>GZDoom Builder features</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
</head>
<body>
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
<param name="keyword" value="Template">
</object>
<div id="gz_title">
<h1>Image Browser</h1>
</div>
<div id="contents">
<table width="100%" border="0" cellspacing="3" cellpadding="3">
<tr>
<td valign="top">Image browser can display directory structure of Folder, PK3 and PK7 resources, allowing you to group and find textures easier.<br />
If current game configuration supports mixed textures and flats, you can filter by image type using this drop down:<br />
<img src="texture_types.jpg" alt=""/><br />
<br />
<strong>Technical notice:</strong><br />
For textures defined in TEXTURES lump, location of first patch is used as texture path.</td>
<td><img src="texture_browser.jpg"/></td>
</tr>
</table>
</div>
</body>

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@ -5,7 +5,7 @@
<title>GZDoom Builder features</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
<style type="text/css">
<!--
.style1 {color: #336600}
@ -28,6 +28,6 @@
"Slopes" preset will never be used.
</p>
<img src="gz_color_presets.jpg" />
<img src="linedef_color_presets.jpg" />
</div>
</body>

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<title>Template</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
</head>
<body>
@ -24,30 +24,30 @@ This mode lets you connect parts of existing geometry using Bezier curves.<br>
<table width="100%" border="0" cellspacing="3" cellpadding="3">
<tr>
<td width="33%"><b>Usage:</b> Select two linedefs or two groups of linedefs: </td>
<td width="33%">Then activate Bridge mode using keyboard shortcut or tool button (<img align="texttop" src="gz_BridgeMode.png" />):</td>
<td width="33%">Then activate Bridge mode using keyboard shortcut or tool button (<img align="texttop" src="bridgemode_icon.png" />):</td>
<td>Make some changes, then press OK button or Enter to accept, or Cancel/Esc to cancel:</td>
</tr>
<tr>
<td align="center"><img src="gz_bridge1.jpg" /></td>
<td align="center"><img src="gz_bridge2.jpg" /></td>
<td align="center"><img src="gz_bridge3.jpg" /></td>
<td align="center"><img src="bridge1.jpg" /></td>
<td align="center"><img src="bridge2.jpg" /></td>
<td align="center"><img src="bridge3.jpg" /></td>
</tr>
</table>
<h2>Options window</h2>
<table width="100%" border="0" cellspacing="3" cellpadding="3">
<tr>
<td valign="top"><img src="gz_bridge_settings.jpg" /></td>
<td valign="top"><img src="bridge_settings.jpg" /></td>
<td><b>Align floor / Align ceiling dropdowns</b> let you choose how the heights of created sectors are <a href="#interp_modes">interpolated</a>.<br>
<b>Brightness dropdown</b> let you choose how the brightness of created sectors is interpolated.<br>
<b>Subdivisions</b> control how many subdivisions bridge has. You can also use "Increase Subdivisions" and "Decrease Subdivisions" actions to control this using keyboard shortcuts.<br>
<br>
Activate <b>Mirror mode</b> to mirror paired handle movement:<br>
<img style="display:block" src="gz_bridge_mirror.jpg" /><br>
<img style="display:block" src="bridge_mirror.jpg" /><br>
Activate <b>Copy mode</b> to copy paired handle movement:<br>
<img style="display:block" src="gz_bridge_copy.jpg" /><br>
<img style="display:block" src="bridge_copy.jpg" /><br>
If a shape crosses itself, you can press <b>"Flip Lines"</b> button to fix this:
<img style="display:block" src="gz_bridge_flip.jpg" /><br>
<img style="display:block" src="bridge_flip.jpg" /><br>
<br></td>
</tr>
</table>
@ -66,15 +66,15 @@ If a shape crosses itself, you can press <b>"Flip Lines"</b> button to fix this:
<td><strong>Linear interpolation</strong></td>
</tr>
<tr>
<td><img align="middle" src="gz_bridge_easeInSine.jpg" /></td>
<td><img align="middle" src="bridge_easeInSine.jpg" /></td>
<td><b>EaseInSine interpolation</b> - interpolates heights using sinusoidal (sin(t)) easing in.</td>
</tr>
<tr>
<td><img align="middle" src="gz_bridge_easeOutSine.jpg" /></td>
<td><img align="middle" src="bridge_easeOutSine.jpg" /></td>
<td><b>EaseOutSine interpolation</b> - interpolates heights using sinusoidal (sin(t)) easing out.</td>
</tr>
<tr>
<td><img align="middle" src="gz_bridge_easeInOutSine.jpg" /></td>
<td><img align="middle" src="bridge_easeInOutSine.jpg" /></td>
<td><b>EaseInOutSine interpolation</b> - interpolates heights using sinusoidal (sin(t)) easing in/out.</td>
</tr>
</table>
@ -86,22 +86,22 @@ If you are going to connect sectors with different ceiling and/or floor heights,
<td><b>3D-view:</b></td>
</tr>
<tr>
<td valign="top"><img src="gz_bridge_tex1.jpg" /></td>
<td><img src="gz_bridge_tex1_3d.jpg" /></td>
<td valign="top"><img src="bridge_tex1.jpg" /></td>
<td><img src="bridge_tex1_3d.jpg" /></td>
</tr>
</table>
<br>
If you bridge these linedefs right now, you'll have lots of unset textures:
<br>
<img src="gz_bridge_tex2_3d.jpg" />
<img src="bridge_tex2_3d.jpg" />
<br><br>
Instead of setting them all by hand, set upper and lower textures of lines, which will be used to create this shape (you need to set them only to one linedef out of pair):
<br>
<img src="gz_bridge_tex3.jpg" />
<img src="bridge_tex3.jpg" />
<br><br>
If you bridge linedefs now, all upper/lower textures will be set:
<br>
<img src="gz_bridge_tex4_3d.jpg" />
<img src="bridge_tex4_3d.jpg" />
</p>
</div>
</body>

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<title>Draw Rectangle mode</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
</head>
<body>
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
<param name="keyword" value="Template">
</object>
<div id="gz_title">
<h1>Draw Curve mode</h1>
</div>
<div id="contents">
<p>
This mode lets you draw various curve shapes. <br>
<b>Found in:</b> Preferences -> Controls -> Drawing.<br>
<b>Default key:</b> Ctrl-Alt-D.<br>
<b>Additional actions:</b> Increase Sudivision Level, Decrease Sudivision Level.<br><br>
You can activate this mode by pressing <strong>Ctrl-Alt-D</strong> (default key).<br>
You can use &quot;<strong>Increase Sudivision Level</strong>&quot; and &quot;<strong>Decrease Sudivision Level</strong>&quot; actions to control how detailed the curve is:
<br>
<img src="draw_curve.jpg" />
</div>
</body>

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<title>Draw Ellipse mode</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
</head>
<body>
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
<param name="keyword" value="Template">
</object>
<div id="gz_title"><h1>Draw Ellipse mode</h1></div>
<div id="contents">
<p>
This mode lets you draw various ellipsoid shapes.<br>
<b>Found in:</b> Preferences -> Controls -> Drawing.<br>
<b>Default key:</b> Ctrl-Alt-D.<br>
<b>Additional actions:</b> Increase Sudivision Level, Decrease Sudivision Levell, Increase Corners Bevel, Decrease Corners Bevel.<br><br>
You can activate this mode by pressing <strong>Alt-Shift-D</strong> (default key).<br>
You can use &quot;<strong>Increase Sudivision Level</strong>&quot; and &quot;<strong>Decrease Sudivision Level</strong>&quot; actions to control the number of sides ellipse has:
<br>
<img src="draw_ellipse1.jpg" />
<br>
You can use &quot;<strong>Increase Corners Bevel</strong>&quot; and &quot;<strong>Decrease Corners Bevel</strong>&quot; actions to bevel ellipse: <br>
<img src="draw_ellipse2.jpg" />
<br>
Bevel ammount is based on current grid size.</p>
</div>
</body>

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@ -5,7 +5,7 @@
<title>Draw Rectangle mode</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
</head>
<body>
@ -20,18 +20,16 @@
This mode lets you draw various rectangle shapes.<br>
<b>Found in:</b> Preferences -> Controls -> Drawing.<br>
<b>Default key:</b> Ctrl-Shift-D.<br>
<b>Additional actions:</b> Increase Sudivision Level, Decrease Sudivision Level.<br><br>
You can activate this mode by pressing Ctrl-Shift-D (default key).<br>
If you bind keys to "Increase / Decrease Sudivision Level" and "Increase / Decrease Corners Bevel" actions in Preferences -> Controls -> Drawing, you can use them to draw rectangles with beveled corners:
<b>Additional actions:</b> Increase Sudivision Level, Decrease Sudivision Level, Increase Corners Bevel, Decrease Corners Bevel.<br><br>
You can activate this mode by pressing <strong>Ctrl-Shift-D</strong> (default key).<br>
You can use &quot;<strong>Increase/Decrease Sudivision Level</strong>&quot; and &quot;<strong>Increase/Decrease Corners Bevel</strong>&quot; actions to draw rectangles with beveled corners:
<br>
<img src="gz_rect1.jpg" />
<img src="draw_rectangle1.jpg" />
<br>
Negative bevel values are also supported:
<br>
<img src="gz_rect2.jpg" />
<img src="draw_rectangle2.jpg" />
<br>
Bevel ammount is based on current grid size.<br><br>
<b>NOTE:</b> I suggest you bind these actions to Ctrl+ScrollUp/ScrollDown, Shift+ScrollUp/ScrollDown or something similar. I can't bind default shortcuts for these actions to these keys, because they are already used in Visual Modes.
</p>
</div>
Bevel ammount is based on current grid size.</p>
</div>
</body>

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@ -5,7 +5,7 @@
<title>Draw Ellipse mode</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
</head>
<body>

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@ -0,0 +1,27 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<title>Draw Ellipse mode</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
</head>
<body>
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
<param name="keyword" value="Template">
</object>
<div id="gz_title"><h1>Enhanced rectangular selection</h1>
</div>
<div id="contents">
<p>Rectangular selection can now be started even when a map element is highlighted. This means that you can now use it to select sectors, which are completely surrounded by other sectors.<br />
Hold <strong>Shift</strong> to enable additive selection, hold <strong>Ctrl</strong> to enable subrtractive selection, hold <strong>Ctrl-Shift</strong> to intersect with existing selection.
<p>Current behaviour is indicated by selection outline: additive selection uses Highlight color, subtractive selection uses inverted Highlight color.
<p>Rectangular selection mode in Sectors and Linedefs modes can now be toggled between &quot;Select inside&quot; (classic behavior: only map elements which are fully inside selection will be affected) and &quot;Select touching&quot; (map elements which are partially inside selection will be also affected) using this button in the toolbar:
<p><img src="selection_mode_btn.jpg" alt="" width="260" height="30" /><br />
<br>
</div>
</body>

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
<head>
<title>GZDoom Builder features</title>
<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
<link rel="stylesheet" type="text/css" href="../../../default.css" media="screen" title="Default" />
</head>
<body>
<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
<param name="keyword" value="Template">
</object>
<div id="gz_title">
<h1>New custom filed types</h1>
</div>
<div id="contents">
<p>2 new custom field types are avaliable in &quot;Custom&quot; tabs of Edit forms: &quot;Integer (Random)&quot; and &quot;Decimal (Random)&quot;. To use them, change UDMF field type to &quot;Integer (Random)&quot; or &quot;Decimal (Random)&quot; and enter value as 'min max'.</p>
<p><strong>Example:</strong><br />
Here, field 'user_test' will be added to all selected map elements, and in all of them this field will have random value from 1 to 123:</p>
<p><img src="randomint.jpg" alt="" width="329" height="56" /></p>
<p><strong>Technical notice:</strong> These field types are sort of &quot;virtual&quot;, because they cannot be saved in a map, so these types will be converted to &quot;regular&quot; Integer/Decimal after you click OK in the Edit form.</p>
</div>
</body>

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