Ultimate Doom Builder
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The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
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Please read the full rules for more details.
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: Ultimate Doom Builder
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.
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.
- axredneck
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Re: Ultimate Doom Builder
@Deon, you should create separate topics for these questions.
Re: Ultimate Doom Builder
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.
- CBM
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Re: Ultimate Doom Builder
I know you was supposed to ask this in another thread... BUTDeon 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 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
Re: Ultimate Doom Builder
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
- StalkerBlade
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Re: Ultimate Doom Builder
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.


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

Idk if these are bugs with the editor or not, so I figured I'd just report them here anyway.
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 also found that if you draw a connecting sector to a sector with an arch, it makes the connecting sector do this:

Idk if these are bugs with the editor or not, so I figured I'd just report them here anyway.
- esselfortium
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Re: Ultimate Doom Builder
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?
Re: Ultimate Doom Builder
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?
- esselfortium
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Re: Ultimate Doom Builder
I see. Parallels' site says "As of now, only OpenGL core profile (version 3.2) is supported in Windows VMs." Bluh.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?
Re: Ultimate Doom Builder
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.
Re: Ultimate Doom Builder
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.
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.
- esselfortium
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Re: Ultimate Doom Builder
That's unfortunate. I'll stick with an old GZDB version for now, then...
Re: Ultimate Doom Builder
I don't know why that would happen. Never hear anyone report it before.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.
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.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:
- StalkerBlade
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Re: Ultimate Doom Builder
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:


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

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


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

Not sure why it does that, but I guess I know how to avoid any problems with it from now on.
Ah, I see. Now it makes sense.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.
Re: Ultimate Doom Builder
I was away from mapping since 8.10, so I changed nothing.. Updated the editor and when opening a map get these error messages:
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."
Code: Select all
***********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)
"mscorlib: Saman avaimen sisältävä kohde on jo lisätty."
some kind of translation:
"An item providing the same key has already been added."