UltimateZoneBuilder/Help/gzdb/faq.html
MaxED 518d3db5ae TEXTURES parser: "optional" texture definition keyword was not supported.
TEXTURES parser: part of a TEXTURES filename is now used as a path in Image Browser. For example, textures from "textures.stuff" will be located in "[TEXTURES]/stuff" in the Image Browser.
TEXTURES parser: added "//$GZDB_SKIP" special comment. Parsing of the file is stopped after this comment is encountered.
Updated documentation.
2015-03-04 09:37:30 +00:00

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<div id="gz_title"><h1>Frequently asked questions</h1></div>
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<p><strong>Q:</strong> I'm getting a ton of &quot;<strong>Unable to find the DECORATE class '[some actor]' to inherit from, while parsing '[some other actor]:[DoomEdNum]'</strong>&quot; warnings. What's wrong?<br />
<strong>A:</strong> This happens when a DECORATE actor is inherited from another actor, which is not defined in game configuration and is not defined in any included resources. <br />
<span class="style1">If you are using (G)ZDoom:</span><br />
To fix this, add "<strong>(g)zdoom.pk3</strong>" as a map resource. Don't forget to check "<strong>Exclude from testing parameters</strong>" chekbox while adding it, otherwise (G)ZDoom won't load your map. &quot;<strong>(g)zdoom.pk3</strong>&quot; can be found in (G)ZDoom folder.<br />
<span class="style1">If you are using Zandronum:</span><br />
To fix this, add "<strong>zandronum.pk3</strong>" as a map resource. If you are using Skulltag monsters, you'll also need to add &quot;<strong>skulltag_actors.pk3</strong>&quot; and &quot;<strong>skulltag_data.pk3</strong>&quot;. Don't forget to check "<strong>Exclude from testing parameters</strong>" chekbox while adding any of them, otherwise Zandronum won't load your map. "<strong>zandronum.pk3</strong>" and &quot;<strong>skulltag_actors.pk3</strong>&quot; can be found in Zandronum folder. You'll have to find <strong>&quot;skulltag_data.pk3</strong>&quot; on your own.</p><br />
<p><strong>Q: </strong>Dynamic lights defined in GLDEFS are not rendered in Visual mode / I'm getting a ton of &quot;<strong>Light declaration not found for light '[light name]' ('[source]', line [n])</strong>&quot; warnings. What's wrong?<br />
<strong>A:</strong> GZDoom Builder doesn't include GZDoom's/Zandronum's GLDEFS light definitions.<br />
<span class="style1">If you are using GZDoom:</span><br />
To get rid of these errors, add &quot;<strong>lights.pk3</strong>&quot; as a map resource. Don't forget to check &quot;<strong>Exclude from testing parameters</strong>&quot; chekbox while adding it, otherwise GZDoom won't load your map. &quot;<strong>lights.pk3</strong>&quot; can be found in GZDoom folder.<br />
<span class="style1">If you are using Zandronum:</span><br />
To get rid of these errors, add &quot;<strong>zandronum.pk3</strong>&quot; as a map resource. Don't forget to check &quot;<strong>Exclude from testing parameters</strong>&quot; chekbox while adding it, otherwise Zandronum won't load your map. &quot;<strong>zandronum.pk3</strong>&quot; can be found in Zandronum folder.</p><br />
<p><strong>Q:</strong> I don't like the &quot;fake contrast&quot; (<a href="http://zdoom.org/wiki/Fake_contrast">zdoom.org/wiki/Fake_contrast</a>) GZDB uses to render sector walls in Visual mode. How can I disable this?<br />
<strong>A:</strong> GZDB's Visual mode emulates (G)ZDoom's default rendering preferences (in (G)ZDoom, Options -&gt; Display options -&gt; Use fake contrast is &quot;on&quot; by default). You can change this behaviour by adding &quot;evenlighting&quot; or &quot;smoothlighting&quot; property to the &quot;map&quot; or &quot;defaultmap&quot; definition in the MAPINFO. More info about MAPINFO properties supported by GZDB can be found <a href="mapinfo.html">here</a>.</p>
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