Search found 262 matches
- Mon Feb 28, 2022 5:12 pm
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1045
- Views: 413429
Re: Ultimate Doom Builder
I was trying to Scale the player hitbox at about 50% but when I viewed it in UDB it was still it's default scale size. Is this an issue with the builder or is the player hitbox hardcoded by default?
- Thu Feb 17, 2022 6:35 pm
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1045
- Views: 413429
Re: Ultimate Doom Builder
It doesn't work for any ceiling touching the ground but as long as the ceiling with special 89 isn't touching the floor the effect works as intended it seems.
- Wed Feb 16, 2022 7:53 am
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1045
- Views: 413429
Re: Ultimate Doom Builder
I was trying to recreate the effect used the building outside on D64's Holding Area level. The building where the computers raise up to reveal the imps inside. Apparently, when I attempted to use special 89 (fake 3d effect) on doors I see the lowered sky (F_Sky) instead of the buildings in the ...
- Fri Oct 15, 2021 5:06 pm
- Forum: Requests
- Topic: [Request] Doors and variants
- Replies: 0
- Views: 486
[Request] Doors and variants
I'm looking for UAC doors that split horizontally and clean doors made by Blox and Enjay with the colors being grey, green and brown like the original doors.
- Sun Oct 03, 2021 1:50 pm
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1045
- Views: 413429
Re: Ultimate Doom Builder
UDB doesn't (and can't) add features to the game engine. It only allows you to edit using the ones that already exist. If you want something like script support for the D64 lighting in the way that you suggest, it would need to be added to GZDoom, and then UDB could be updated to support it. This ...
- Sat Oct 02, 2021 3:51 pm
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1045
- Views: 413429
Re: Ultimate Doom Builder
What does that have to do with UDB? I was asking if the colored lighting itself was going to be able to be used in scripts as an added feature in the future in UDB. For example just like when you use "Sector_SetColor" for regular colored lighting in the script editor. To using Sector_SetColorUpper ...
- Sat Oct 02, 2021 2:43 pm
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1045
- Views: 413429
Re: Ultimate Doom Builder
So as far as the doom 64 type lighting is concerned. Are there plans to improve it in the future? Like making ACS and scripted like in the game itself and making to where addictive properties can be applied instead of using custom fields? https://i.kym-cdn.com/entries/icons/facebook/000/034/623 ...
- Fri Oct 01, 2021 6:07 pm
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1045
- Views: 413429
Re: Ultimate Doom Builder
So as far as the doom 64 type lighting is concerned. Are there plans to improve it in the future? Like making ACS and scripted like in the game itself and making to where addictive properties can be applied instead of using custom fields?
- Sat May 08, 2021 8:09 pm
- Forum: Assets (and other stuff)
- Topic: Cropping for skyboxes
- Replies: 0
- Views: 1034
Cropping for skyboxes
I wanted a make a request for someone to crop the mountain out of this.
- Tue Apr 13, 2021 7:00 am
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1045
- Views: 413429
Re: Ultimate Doom Builder
I'm using a custom resource that rearranges existing patches into new patched textures (new doors, new wall textures, etc) using my DOOM2.wad but they are being shown incorrectly in UDB but are shown correct during gameplay/testing of WIP maps I'm working on. How can I fix this? For example, I ...
- Mon Mar 22, 2021 12:45 pm
- Forum: Mapping
- Topic: ACS Randomizing
- Replies: 0
- Views: 519
ACS Randomizing
I'm having a bit of trouble with the script below. script 19 (void) { if (lineTrig2 == 0) { lineTrig2 = 1; Ceiling_RaiseByValue(416, 64, 96); Delay(12); Thing_FadeSpawn(424, 30, 432); } } script 20 (void) { Thing_FadeOut(432, 1); rifleLocation = Random(448, 504); Delay(1); Floor_LowerByValue(440, 32 ...
- Sun Jan 31, 2021 5:13 am
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1045
- Views: 413429
Re: Ultimate Doom Builder
Thanks for your help in doing this.
Also, I don't use zscript. Would be able provide me an example on how to do it using zscript?
Also, I don't use zscript. Would be able provide me an example on how to do it using zscript?
- Sat Jan 30, 2021 7:12 pm
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1045
- Views: 413429
Re: Ultimate Doom Builder
Awesome! that worked and thank you.
And also is their a flag to add additive properties to the lighting like in D64?
And also is their a flag to add additive properties to the lighting like in D64?
- Sat Jan 30, 2021 4:46 pm
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1045
- Views: 413429
Re: Ultimate Doom Builder
Select some lines, and right-click to open the "Edit Linedefs" dialog. Under the "Front" and "back" tabs, there is a "Custom Fields" button. Press it, and enter "clampgradient_top", "clampgradient_mid", or "clampgradient_bottom" into one of the slots, switch the type to "Boolean", and set the value ...
- Fri Jan 29, 2021 10:55 am
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1045
- Views: 413429
Re: Ultimate Doom Builder
I'm not sure how to explain it exactly. For example, on The Bleeding, there or cube-like structures surrounding the player start building. Now when you look at them you'll notice the colored lighting effects are compressed to match the height of the cube-like structures instead of stretching the ...