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c5a4c1987a
High-DPI: the width of status labels is now scaled to match current DPI settings. Updated documentation.
42 lines
3.8 KiB
HTML
42 lines
3.8 KiB
HTML
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
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<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
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<head>
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<title>GZDoom Builder features</title>
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<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
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<link rel="stylesheet" type="text/css" href="../default.css" media="screen" title="Default" />
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<style type="text/css">
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<!--
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.style1 {
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color: #990000;
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font-weight: bold;
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}
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-->
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</style>
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</head>
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<body>
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<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
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<param name="keyword" value="faq">
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</object>
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<div id="gz_title"><h1>Frequently asked questions</h1></div>
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<div id="contents">
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<p><strong>Q:</strong> I'm getting a ton of "<strong>Unable to find the DECORATE class '[some actor]' to inherit from, while parsing '[some other actor]:[DoomEdNum]'</strong>" warnings. What's wrong?<br />
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<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 />
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<span class="style1">If you are using (G)ZDoom:</span><br />
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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. "<strong>(g)zdoom.pk3</strong>" can be found in (G)ZDoom folder.<br />
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<span class="style1">If you are using Zandronum:</span><br />
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To fix this, add "<strong>zandronum.pk3</strong>" as a map resource. If you are using Skulltag monsters, you'll also need to add "<strong>skulltag_actors.pk3</strong>" and "<strong>skulltag_data.pk3</strong>". 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 "<strong>skulltag_actors.pk3</strong>" can be found in Zandronum folder. You'll have to find <strong>"skulltag_data.pk3</strong>" on your own.</p><br />
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<p><strong>Q: </strong>Dynamic lights defined in GLDEFS are not rendered in Visual mode / I'm getting a ton of "<strong>Light declaration not found for light '[light name]' ('[source]', line [n])</strong>" warnings. What's wrong?<br />
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<strong>A:</strong> GZDoom Builder doesn't include GZDoom's/Zandronum's GLDEFS light definitions.<br />
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<span class="style1">If you are using GZDoom:</span><br />
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To get rid of these errors, add "<strong>lights.pk3</strong>" as a map resource. "<strong>lights.pk3</strong>" can be found in GZDoom folder.<br />
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<span class="style1">If you are using Zandronum:</span><br />
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To get rid of these errors, add "<strong>zandronum.pk3</strong>" as a map resource. Don't forget to check "<strong>Exclude from testing parameters</strong>" chekbox while adding it, otherwise Zandronum won't load your map. "<strong>zandronum.pk3</strong>" can be found in Zandronum folder.</p><br />
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<p><strong>Q:</strong> I don't like the "fake contrast" (<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 />
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<strong>A:</strong> GZDB's Visual mode emulates (G)ZDoom's default rendering preferences (in (G)ZDoom, Options -> Display options -> Use fake contrast is "on" by default). You can change this behaviour by adding "evenlighting" or "smoothlighting" property to the "map" or "defaultmap" 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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</div>
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</body>
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