Search found 773 matches

by boris
Sun Jun 08, 2025 4:20 am
Forum: Mapping
Topic: Stairs reset delays [SOLVED]
Replies: 6
Views: 156

Re: Stairs reset delays

How are you entering the number? There seems to be a quirk that when you have the drop-down menu open, enter a number, and then press enter, it seems to use the highlighted value. So make sure that the drop-down menu is not open.
by boris
Wed Jun 04, 2025 12:33 pm
Forum: Mapping
Topic: Stairs reset delays [SOLVED]
Replies: 6
Views: 156

Re: Stairs reset delays

Setting the reset to 20 seconds (i.e. 20*35 tics) works fine for me.
by boris
Fri May 30, 2025 4:11 am
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1029
Views: 405990

Re: Ultimate Doom Builder

In all the reports it's the "UnknownImage", not some random texture. And the UnknownImage is loaded when a map is created/loaded, and not when it is needed, like textures. And the weird thing is that it seems to happen to some people regularly, and never to others.
by boris
Fri May 30, 2025 2:54 am
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1029
Views: 405990

Re: Ultimate Doom Builder

Known problem. Never happened to me, and in fact it should be impossible to happen. So I can't fix it.
by boris
Fri Apr 18, 2025 1:34 pm
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1029
Views: 405990

Re: Ultimate Doom Builder

Should be fixed, and maybe I didn't break anything in the process.
by boris
Sun Apr 13, 2025 2:50 pm
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1029
Views: 405990

Re: Ultimate Doom Builder

It's a bug. both the horizontal and vertical scales get rounded, but the vertical one then gets converted from a double precision floating point number("double") to a single precision floating point ("float"). And in that process it loses some accuracy. It's probably a remnant from when UDB was ...
by boris
Sun Apr 06, 2025 5:28 am
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1029
Views: 405990

Re: Ultimate Doom Builder

Marinelol wrote: Sun Apr 06, 2025 4:41 am Sorry if this was already asked but are there settings to force scale toolbars and icons in the interface? The DPI compatibility settings don't do anything on my machine and most icons are very hard to tell apart.
No, there's not.
by boris
Sat Mar 29, 2025 11:05 am
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1029
Views: 405990

Re: Ultimate Doom Builder

1) While in ZDoom sound environments mode, it would be useful to see where things other than sound environment actors are. I can still see model-based actors (because the model mesh is drawn), but all other things are invisible. I understand why this is - it would be bad to have the clutter of all ...
by boris
Wed Mar 26, 2025 2:47 pm
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1029
Views: 405990

Re: Ultimate Doom Builder

Still on sound environments... Environment zone colours I was wondering if there was any way to change/configure the colours that get allocated to a ZDoom sound environment area? Most of the time it's fine, but I was just working on a map where the sound environments that I wanted to use all had ...
by boris
Sun Mar 23, 2025 3:47 pm
Forum: Mapping
Topic: Prevent hitscans triggering impact lines when passing through.
Replies: 1
Views: 229

Re: Prevent hitscans triggering impact lines when passing through.

Not sure if there's a better way, but you could make the switch line damageable, create an ZScript event handler, override its "WorldLineDamaged" method, which knows where the line was hit, and do the positional check yourself.
by boris
Sun Mar 23, 2025 8:15 am
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1029
Views: 405990

Re: Ultimate Doom Builder

Is it something that can be addressed, or will those have to be left as "enter manually" options? Not on UDB's side. Even if they were added to the UDB configs they would be overwritten by the existance of the reverbs.txt (like also happens with LOCKDEFS etc.). You could try to put a reverbs.txt ...
by boris
Sun Mar 23, 2025 8:00 am
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1029
Views: 405990

Re: Ultimate Doom Builder

None of the reverbs are in the configs, they are all loaded from the reverbs.txt inside gzdoom.pk3. Looks like the missing ones are hardcoded for some reason.
by boris
Thu Mar 13, 2025 12:27 pm
Forum: Mapping
Topic: Question about wall texture skewing
Replies: 3
Views: 213

Re: Question about wall texture skewing

Not possible right now. You can slope the floor/ceiling, though, then lower/raise it, and fill the gap with a 3D floor.
by boris
Fri Mar 07, 2025 12:36 pm
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1029
Views: 405990

Re: Ultimate Doom Builder

The "paste properties special" Enjay mentioned work in both the classic and visual modes. When pasting it optens a dialog where you can select what should be pasted. If it doesn't work you either changed the keybinds or are doing something wrong.
by boris
Tue Feb 18, 2025 6:58 am
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1029
Views: 405990

Re: Ultimate Doom Builder

UDB will never be able to parse ZScript/Decorate 100% correctly. But if it's well formatted it should usually work. Fun fact: the following is valid Decorate code (and no, UDB does not parse that correctly): actor~:Medikit"replaces""Zombieman""600" { inventory "." "amount" "1" +"ACTOR" "." SHOOTABLE ...

Go to advanced search