Ultimate Doom Builder

Any utility that assists in the creation of mods, assets, etc, go here.
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Re: Ultimate Doom Builder

Postby Gorman Frebmane » Sat May 02, 2020 5:23 am

Hello, i have a suggestion for a sector utility. Something similar to blenders triangulate wich makes a polygon only have 3 verticies, in other words makes them ready for vertex slopes.
It would speed up alot of choreful work.
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Re: Ultimate Doom Builder

Postby Kappes Buur » Sun May 03, 2020 11:01 pm

Gorman Frebmane wrote:Hello, i have a suggestion for a sector utility. Something similar to blenders triangulate wich makes a polygon only have 3 verticies, in other words makes them ready for vertex slopes.
It would speed up alot of choreful work.


In the absence of a feature it makes sense to create a prefab. "Do it once use it often."

Spoiler:

Then it is easy to delete or add sectors as required.

I was going to suggest Grubber's ZTerrain, but that would be a bit too complicated, although it would generate a map of any size with triangular sectors.
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Re: Ultimate Doom Builder

Postby Tormentor667 » Mon May 04, 2020 12:17 pm

After working a few days with UDB and the slope mode and 3d floor mode, I have to thank you guys and everyone who is involved in this editor. This is a blast. Really, I haven't been able to work that fast and effective ever before. Thanks so much for this!
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Re: Ultimate Doom Builder

Postby MartinHowe » Wed May 06, 2020 1:07 pm

Just started using UDB and am finding something odd ... not sure if it's a bug or an unimplemented feature. This is with R3440 64-Bit.

I have ZScript and MapInfo lumps; ZScript to define the actors, MapInfo with a DoomEdNums section to give them editor numbers.

UDB seems to ignore the MAPINFO DoomEdNums in some way. I know it is reading the MAPINFO lump and the DoomEdNums declaration section, as if I put something silly there, it complains about a syntax error; however, it does not offer the classes that have an editor number as things in the Edit Thing dialogue. If I subclass the actor in Decorate and give it an editor number there, UDB finds it. If I manually set the editor number, GZDoom finds it OK, so it's legal for the game. Is there anything I can do about this?

MapInfo
Code: Select allExpand view
DoomEdNums
{
    30001 = BlackCat
}


ZScript:
Code: Select allExpand view
// --- BLACK CAT ---------------------------------------------------------------

Class BlackCat : Actor
{
    protected bool bNeutral;
    property Neutral: bNeutral;

    Default
    {
        //
        //~BlackCat
        //~========
        //~Class Name      : BlackCat
        //~DoomEdNum       : N/A
        //~Formal Name     : Black Cat
        //~Type            : Animal
        //~Group           : Pesticide
        //~Melee Attack    : Scratch
        //~Missile Attack  : None
        //~Drop Item       : None
        //~Description     : A black cat that can be friendly, neutral or
        //~                  hostile.
        //~
        //~                  This variant is primarily intended as a player
        //~                  helper to be summoned by a black magic artifact;
        //~                  as such, it is suitable for most game styles.
        //~
        //~Documentation   : The graphics are 24-bit PNG, so the class can be used in Heretic and HeXen
        //~                  if required; however, it is primarily intended for Doom and Doom II.
        //~
        //~                  The class BlackCat is a black cat that has several behaviours that as far
        //~                  as possible mimic those of a real cat; this was a deliberate attempt to do
        //~                  for cats what MBF did for dogs. The cat when idle will wash and lick, even
        //~                  purr now and then. When looking for a target for too long, the cat will
        //~                  get bored and become idle again.
        //~
        //~                  If scripting is set up for USESPECIAL, the cat can be given an inventory
        //~                  item that will make him purr when used. Yes, you can pet a cat in Doom!!
        //~
        //~                  To make the cat neutral so that he ignores both players and monsters unless
        //~                  hit or panicked by gunfire, give the cat a BlackCatNeutralFlag for his
        //~                  inventory and set the FRIENDLY flag. In this state, his idling actions are
        //~                  limited, but this is because of engine limitations that at the time of
        //~                  writing cannot be completely overcome by coding.
        //~
        //~                  To make the cat hostile to players, take any BlackCatNeutralFlag from his
        //~                  inventory and clear the FRIENDLY flag.
        //~
        //~                  To make the cat hostile to monsters and friendly to players, take any
        //~                  BlackCatNeutralFlag from his inventory and set the FRIENDLY flag.
        //~
        //~                  To make the cat hostile to everything is not yet implemented; it will
        //~                  require a lot of extra coding and may not be truly reliable, given the
        //~                  current engine limitations. For the moment, never clear the FRIENDLY flag
        //~                  when the cat has no BlackCatNeutralFlag in his inventory; this has never
        //~                  been tested and is most definitely NOT SUPPORTED at this time.
        //~
        //~                  By default the cat is neutral and is coded to jump to the purr state when
        //~                  idling, if given a BlackCatUsedFlag for his inventory; this would normally
        //~                  be accomplished by a script via the USESPECIAL flag, so that you can pet
        //~                  the cat and he will purr for a short time in response.
        //~
        //~                  Note that a plain BlackCat class cat that was summoned with default
        //~                  settings will not wake up until something hits it; you can shoot it with
        //~                  one pistol shot to wake it up. In fact, the cat was originally designed as
        //~                  part of a black magic artefact and is thus MUCH tougher than a real cat; it
        //~                  can kill an imp with little trouble, take a pistol shot easily and regards
        //~                  friendly fire as accidental. In a more realistic setting, you may want to
        //~                  weaken the cat somewhat and/or make it hostile if shot by friendly fire.
        //~
        //~                  This class is intended as a component for use in larger works, but you can
        //~                  summon one at the GZDoom console to try it in-game.
        //~
        //~Idea            : Yellow key in AlienDOOM III : Aliens vs Predator
        //~Source          : Mr Jones sprites modified, recoloured and edited
        //~Credit          : Michael Ghummelt
        //
        //$Category DOOMER
        //$Sprite BCATA2A8
        //
        Radius 10;// for physics only
        Height 10;// for physics only
        Mass 40;
        Speed 15;
        MaxStepHeight 80;
        MaxDropoffHeight 128;
        Health 50;
        PainChance 200;
        Obituary "%o's path was crossed by a black cat.";
        PainSound "blackcat/pain";
        DeathSound "blackcat/death";
        ActiveSound "blackcat/active";
        MONSTER;
        -CANPUSHWALLS;
        -CANUSEWALLS;
        +FLOORCLIP;
        +DROPOFF;
        +LOOKALLAROUND;
        +FRIENDLY;
        BlackCat.Neutral false;
        +USESPECIAL;
    }
    States
    {
        Spawn:
            BCAT A  1 { bNeutral = true; }
            Goto Idle;

        Idle:
            BCAT A  8 A_Look();
            BCAT B  8 A_Look();
            Goto Idle;

        See:
            BCAT C  2 A_Chase();
            BCAT C  2 A_Chase();
            BCAT C  2 A_Chase();
            BCAT C  2 A_Chase();
            BCAT D  2 A_Chase();
            BCAT D  2 A_Chase();
            BCAT D  2 A_Chase();
            BCAT D  2 A_Chase();
            Goto See;

        Melee:
            BCAT E  8 A_FaceTarget();
            BCAT F  8 A_CustomMeleeAttack(Random[BlackCatAttack](3, 4), "blackcat/attack");
            BCAT E  8 A_FaceTarget();
            BCAT F  8 A_CustomMeleeAttack(Random[BlackCatAttack](3, 4), "blackcat/attack");
            Goto See;

        Pain:
            BCAT G  3;
            BCAT H  3 A_Pain();
            Goto See;

        Death:
            BCAT I  4;
            BCAT J  4 A_Scream();
            BCAT K  4 A_Fall();
            BCAT L  4;
            BCAT M  4;
            BCAT N  4;
            BCAT O  4;
            BCAT P  4;
        Dead:
            BCAT Q -1;
            Stop;

        XDeath:
            BCAT R  5;
            BCAT S  5 A_XScream();
            BCAT T  5 A_Fall();
            BCAT U  5;
            BCAT V  5;
            BCAT W -1;
            Stop;

        Raise:
            BCAT Q  5;
            BCAT P  5;
            BCAT O  5;
            BCAT N  5;
            BCAT M  5;
            BCAT L  5;
            BCAT K  5;
            BCAT J  5;
            BCAT I  5;
            Goto See;
    }
}

// -----------------------------------------------------------------------------
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MartinHowe
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Re: Ultimate Doom Builder

Postby Mikk- » Wed May 06, 2020 1:28 pm

I believe you need to load gzdoom.pk3 as a resource. Make sure to check the "Exclude this resource from testing parameters" box.
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Re: Ultimate Doom Builder

Postby MartinHowe » Wed May 06, 2020 1:36 pm

Mikk- wrote:I believe you need to load gzdoom.pk3 as a resource. Make sure to check the "Exclude this resource from testing parameters" box.

Thanks very much, Mikk-, solved it :)
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Re: Ultimate Doom Builder

Postby Pedro vc » Wed May 20, 2020 1:14 pm

How can I reset controls to default values?
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Re: Ultimate Doom Builder

Postby boris » Wed May 20, 2020 1:44 pm

Pedro vc wrote:How can I reset controls to default values?

Easy way: delete "%LOCALAPPDATA%\Doom Builder\GZBuilder.cfg". That will delete all other settings, though. Alternatively you can open the file and just delete the "shortcuts" block.
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Re: Ultimate Doom Builder

Postby Pedro vc » Wed May 20, 2020 2:26 pm

boris wrote:
Pedro vc wrote:How can I reset controls to default values?

Easy way: delete "%LOCALAPPDATA%\Doom Builder\GZBuilder.cfg". That will delete all other settings, though. Alternatively you can open the file and just delete the "shortcuts" block.


I deleted the shortcuts block and almost every shortcut was set to nothing instead of resetting to default, except a few ones like the enter visual mode key (Q). It only worked after I deleted the entire file. Thanks by the quick answer
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Re: Ultimate Doom Builder

Postby Batandy » Thu May 21, 2020 4:34 am

I've just updated from Gzdoom Builder to Ultimate, i'm liking it so far and the new renderer is MUCH better.

However, I noticed that it locks the .pk3 or .wad that its reading from, can you fix it?
My workflow with Gzdoom Builder was usually changing stuff on the fly through slade with GZDB opened at the same time, and then just reloading resources.
For some reason now I can't apply any changes through Slade because the file is "in use with another program", so I have to close the UDB, save the changes in Slade, and then open the map again.
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