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 Deon » Sun Oct 18, 2020 10:39 pm

The time has come to ask an ultimate question.

If I plan making big maps for DOOM, and using furniture... Has anyone ever used VOXEL replacers for furniture instead of struggling with floor/3dfloor geometry for each chair? Was there no demand, or am I bad at googling? It sounds like something that could have been created.
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Re: Ultimate Doom Builder

Postby axredneck » Mon Oct 19, 2020 6:43 am

@Deon, you should create separate topics for these questions.
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Re: Ultimate Doom Builder

Postby Deon » Mon Oct 19, 2020 8:03 am

That makes sense. I think I have a duckling effect here, I got a lot of help in this thread and now I stick around. Sorry, I will correct myself, and thank you.
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Re: Ultimate Doom Builder

Postby CBM » Mon Oct 19, 2020 9:11 am

Deon wrote:The time has come to ask an ultimate question.

If I plan making big maps for DOOM, and using furniture... Has anyone ever used VOXEL replacers for furniture instead of struggling with floor/3dfloor geometry for each chair? Was there no demand, or am I bad at googling? It sounds like something that could have been created.

I know you was supposed to ask this in another thread... BUT

I just discovered VOXELS too...

and in my opinion they are PERFECT for furniture and in general any decoration that does not have or need animations

and bonus .... they are the only way to make HORISONTALLY moving platforms

in general though... for animated objects I prefer MD3

you can literaly take or make any static 3D MODEL (ie. as an OBJ file)
and convert it to a voxel...

and then just use it as a 3D sprite... its pretty amazing really

check out my thread on doomworld for a download link to a voxel based horisontally moving 3d floor

https://www.doomworld.com/forum/topic/1 ... nt-2205130
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Re: Ultimate Doom Builder

Postby boris » Mon Oct 19, 2020 9:26 am

If you have it as a model... why not use the model? UDB can even export geometry as OBJ that works out-of-the-box in GZDoom. Some time ago I made a video where I create a fan in UDB, export it as OBJ and then use it: https://www.youtube.com/watch?v=oo55giGKxjo
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Re: Ultimate Doom Builder

Postby StalkerBlade » Wed Oct 21, 2020 8:36 pm

I found a few issues when using the arch tools:

If you change the texture of the floor or ceiling after the arch is set, it makes the middle section rise to an odd height, sometimes to a really high value.
Image
Image

I also found that if you draw a connecting sector to a sector with an arch, it makes the connecting sector do this:
Image

Idk if these are bugs with the editor or not, so I figured I'd just report them here anyway.
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Re: Ultimate Doom Builder

Postby esselfortium » Wed Oct 21, 2020 9:04 pm

I'm trying to update from a random old version of GZDB to the current UDB, but my Windows 10 VM is reporting a graphics crash and shutting down UDB any time I try creating or opening a map. I'm running a fresh Win10 install in a Parallels Desktop 15 virtual machine on macOS 10.14. Any idea what might have changed that would cause GZDB and other DB2-based editors to work normally but UDB to explode my setup?
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Re: Ultimate Doom Builder

Postby dpJudas » Wed Oct 21, 2020 9:11 pm

UDB uses OpenGL 3.3+ for its rendering. DB2 and GZDB uses Direct3D 9. Does other OpenGL 3 (or newer) applications work in your parallels setup?
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Re: Ultimate Doom Builder

Postby esselfortium » Wed Oct 21, 2020 9:13 pm

dpJudas wrote:UDB uses OpenGL 3.3+ for its rendering. DB2 and GZDB uses Direct3D 9. Does other OpenGL 3 (or newer) applications work in your parallels setup?

I see. Parallels' site says "As of now, only OpenGL core profile (version 3.2) is supported in Windows VMs." Bluh.
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Re: Ultimate Doom Builder

Postby Rachael » Wed Oct 21, 2020 9:24 pm

I have no idea how easy it is to install Mono for Mac, but you can try that, or even Wine. They should be able to run UDB directly.
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Re: Ultimate Doom Builder

Postby dpJudas » Wed Oct 21, 2020 9:33 pm

The mono winforms implementation for Mac is unfortunately so broken it still uses carbon, the old discontinued Mac OS 9 compatibility API that doesn't support 64 bit.

It really is a shame. I probably wouldn't have spent the time porting it over to OpenGL if I had known mono's winforms was so incomplete.
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Re: Ultimate Doom Builder

Postby esselfortium » Wed Oct 21, 2020 9:41 pm

That's unfortunate. I'll stick with an old GZDB version for now, then...
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Re: Ultimate Doom Builder

Postby boris » Wed Oct 21, 2020 11:01 pm

StalkerBlade wrote:If you change the texture of the floor or ceiling after the arch is set, it makes the middle section rise to an odd height, sometimes to a really high value.

I don't know why that would happen. Never hear anyone report it before.

StalkerBlade wrote:I also found that if you draw a connecting sector to a sector with an arch, it makes the connecting sector do this:

That's normal behavior. Newly drawn sectors inherit the properties of an existing sector nearby, and that includes the slope. You can work around that by making the slope after drawing the surrounding sectors.
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Re: Ultimate Doom Builder

Postby StalkerBlade » Thu Oct 22, 2020 8:30 pm

I messed around to see what makes it do this and it looks like when a texture is changed, the middle sector reverts back to the height it had before an arch was applied to it. But, it only does this when there isn't a line in the center when forming the arch.

In these screenshots I made the sector 128 tall, gave it an arch with a height offset of 64 and then changed the ceiling texture:
Image
Image

I did the same thing here, but with a line in the center:
Image

Not sure why it does that, but I guess I know how to avoid any problems with it from now on.

boris wrote:That's normal behavior. Newly drawn sectors inherit the properties of an existing sector nearby, and that includes the slope. You can work around that by making the slope after drawing the surrounding sectors.


Ah, I see. Now it makes sense.
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Re: Ultimate Doom Builder

Postby Jaska » Fri Oct 23, 2020 12:45 pm

I was away from mapping since 8.10, so I changed nothing.. Updated the editor and when opening a map get these error messages:

Code: Select allExpand view
***********SYSTEM INFO***********
OS: Microsoft Windows 10 Pro
GPU: NVIDIA GeForce GTX 1060 3GB
GZDB: R3626
Platform: x64

********EXCEPTION DETAILS********
Saman avaimen sisältävä kohde on jo lisätty.
   kohteessa System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
   kohteessa System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
   kohteessa CodeImp.DoomBuilder.ZDoom.DecalInfo.ParseDecalGroup(DecalDefsParser parser) tiedostossa X:\Source\Core\ZDoom\DecalInfo.cs:rivillä 203
   kohteessa CodeImp.DoomBuilder.ZDoom.DecalDefsParser.Parse(TextResourceData data, Boolean clearerrors) tiedostossa X:\Source\Core\ZDoom\DecalDefsParser.cs:rivillä 118
   kohteessa CodeImp.DoomBuilder.Data.DataManager.LoadDecalDefs() tiedostossa X:\Source\Core\Data\DataManager.cs:rivillä 2842
   kohteessa CodeImp.DoomBuilder.Data.DataManager.Load(DataLocationList configlist, DataLocationList maplist) tiedostossa X:\Source\Core\Data\DataManager.cs:rivillä 444
   kohteessa CodeImp.DoomBuilder.Data.DataManager.Load(DataLocationList configlist, DataLocationList maplist, DataLocation maplocation) tiedostossa X:\Source\Core\Data\DataManager.cs:rivillä 314
   kohteessa CodeImp.DoomBuilder.MapManager.InitializeOpenMap(String filepathname, MapOptions options) tiedostossa X:\Source\Core\General\MapManager.cs:rivillä 428
   kohteessa CodeImp.DoomBuilder.General.OpenMapFileWithOptions(String filename, MapOptions options) tiedostossa X:\Source\Core\General\General.cs:rivillä 1323
   kohteessa CodeImp.DoomBuilder.General.OpenMapFile(String filename, MapOptions options) tiedostossa X:\Source\Core\General\General.cs:rivillä 1299
   kohteessa System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   kohteessa System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   kohteessa System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   kohteessa System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   kohteessa System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   kohteessa System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   kohteessa System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   kohteessa System.Windows.Forms.Control.WndProc(Message& m)
   kohteessa System.Windows.Forms.ToolStrip.WndProc(Message& m)
   kohteessa System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   kohteessa System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


Also on error log:
"mscorlib: Saman avaimen sisältävä kohde on jo lisätty."
some kind of translation:
"An item providing the same key has already been added."
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