So I found this cool mod called LiTDOOM, and I thought I'd make some maps for it, but I don't know how to access the mod's things (like weapons, items, etc.)
I'm assuming I have to use Slade or something to be able to add the mod's things into the map? I'm using Ultimate Doom Builder.
Simply: how do I access a mod's things from UDB?
P.S: It's my first time here.
How to access mods while mapping (UDB)
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Re: How to access mods while mapping (UDB)
Have you tried adding the LiTDoom pk3 as an editing resource in UDB? If it's set up properly, then that should be enough for the things to be added to the UDB menus.
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Re: How to access mods while mapping (UDB)
In the screenshot below, is the map options right? cos the LiTDOOM items still dont show up
Re: How to access mods while mapping (UDB)
Yes, that should do it. Perhaps the items have not been set up in a way that UDB can auto-read them.
It should be possible to edit the mod to ensure that UDB can read them, or to make your own config file for UDB if you prefer.
I don't recall how to do the first, but I have done the second simply by copying the format in the files that come with UDB.
It should be possible to edit the mod to ensure that UDB can read them, or to make your own config file for UDB if you prefer.
I don't recall how to do the first, but I have done the second simply by copying the format in the files that come with UDB.
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Re: How to access mods while mapping (UDB)
A perfunctory look at the mod shows that the items (actors) do not have a Doomednums block in MAPINFO or a doomednum in the DECORATE scripts, and thusly the editor does not find them to display them.icyfire4352 wrote: ↑Fri Apr 18, 2025 4:19 am ... is the map options right? cos the LiTDOOM items still dont show up
Re: How to access mods while mapping (UDB)
When I first came, I didn't know much. Including Thing (items, actors) types by number. This is the correspondence of the thing to the number so that the editor can read it. https://doomwiki.org/wiki/Thing_types_by_number
For example, there is a monster Elite Guard https://www.realm667.com/repository/bea ... ther-style
it has no number and the editor does not see it and cannot set it, it is necessary to assign it a number, but such that it does not intersect with the standard or already used one
For example, there is a monster Elite Guard https://www.realm667.com/repository/bea ... ther-style
it has no number and the editor does not see it and cannot set it, it is necessary to assign it a number, but such that it does not intersect with the standard or already used one