UDMF? Is the new map format finally happening?
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UDMF? Is the new map format finally happening?
There has been a lot of changes to ZDoom recently "to prepare for the UDMF format".
May I ask what exactly is this UDMF? Is it the end all be all new map format that we have all been waiting for for many years? If so, does this mean that all port developers have finally agreed with each other?
What are its biggest advantages compared to the old format?
Which editors will support this map format?
May I ask what exactly is this UDMF? Is it the end all be all new map format that we have all been waiting for for many years? If so, does this mean that all port developers have finally agreed with each other?
What are its biggest advantages compared to the old format?
Which editors will support this map format?
Re: UDMF? Is the new map format finally happening?
The new Doomscript.Nash wrote:May I ask what exactly is this UDMF?
- Cutmanmike
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Re: UDMF? Is the new map format finally happening?
No it's not... is it? I thought it was just a new map format.The new Doomscript.
Hotwax added this to the wiki not too long ago: http://zdoom.org/wiki/UDMF
Several coders are cracking onto this including Graf and Codeimp so yes, this is actually happening. However, the thread confuses me so i'm not going to think about it until we see something playable from it. As for features, all I can tell is things that usually need long winded work arounds (giving lines id's, open scripts etc) won't be needed anymore. Sounds good to me! Not certain if this is going to let us have lines overlapping lines or some super 3d floors or what not.
As for editors, CodeImp and SlayeR have shown interest so expect doom builder and slade to support it.
Maybe Graf can give us a brief idea of what we can expect if this gets done.
Re: UDMF? Is the new map format finally happening?
I don't think the new format is going to allow anything the renderer can't do right now, so no crossing lines or room-over-room effects (no more than what we have already, anyway).
What the format will allow is unlimited extensibility. For example, right now Graf can't just add more flags to lines that can be set directly in an editor, because the map format only allows so much room for those flags, and it's all been used up. What he can do is add the flag internally and then add line specials or ACS functions that indirectly set them when the map is loaded or sometime during play. Obviously, this is not the most optimal solution. This is where UDMF comes in.
Unlike the map format, UDMF will have no space constraints, as everything is specified in text. Therefore, all those "hidden" flags can be set directly from the map editor, so you'll be able to do things like setting the line's ID with a dedicated box in the editor, and set separate line offsets for lower, mid, and upper textures without having to use [wiki]Line_SetTextureOffset[/wiki].
In addition, the UDMF format is aiming for cross-compatibility between ports, mainly so that the editors only have to know how to implement a single format. This doesn't necessarily mean the maps will work on every source port (if port A doesn't support port B's entire feature set, it obviously can't run maps that make use of those features) but it will make them more compatible than they are now.
What the format will allow is unlimited extensibility. For example, right now Graf can't just add more flags to lines that can be set directly in an editor, because the map format only allows so much room for those flags, and it's all been used up. What he can do is add the flag internally and then add line specials or ACS functions that indirectly set them when the map is loaded or sometime during play. Obviously, this is not the most optimal solution. This is where UDMF comes in.
Unlike the map format, UDMF will have no space constraints, as everything is specified in text. Therefore, all those "hidden" flags can be set directly from the map editor, so you'll be able to do things like setting the line's ID with a dedicated box in the editor, and set separate line offsets for lower, mid, and upper textures without having to use [wiki]Line_SetTextureOffset[/wiki].
In addition, the UDMF format is aiming for cross-compatibility between ports, mainly so that the editors only have to know how to implement a single format. This doesn't necessarily mean the maps will work on every source port (if port A doesn't support port B's entire feature set, it obviously can't run maps that make use of those features) but it will make them more compatible than they are now.
- esselfortium
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Re: UDMF? Is the new map format finally happening?
Pretty much what HotWax said. Quasar, Graf, and CodeImp are working on this and are actually making good progress with the official specification, unlike all the previous attempts that got hung up on tiny unimportant details and died that way.
- Cutmanmike
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Re: UDMF? Is the new map format finally happening?
Kinda like doomscript eh? 

Re: UDMF? Is the new map format finally happening?
well, it is like doomscript in the fact that it is extending a system that has pretty much reached the end of its potential and must evolve into something new to keep it from becoming a complete mess. Then again, from what i've understood from the udmf design docs, the hexen mapspec was a mess to begin with.
- Graf Zahl
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Re: UDMF? Is the new map format finally happening?
The Hexen map format had a few problems, e.g. only byte args, no direct line ID field and the obvious size limitations of flag words.
For a mapper the new format will just mean that several things that only can be set via scripts or ugly workarounds now will be accessible directly in the map.
As for the spec, it's mostly done with the exception of a few technicalities (mostly thanks to some weird implementation decisions in Eternity) and I already implemented the basic parser in ZDoom. A direct conversion of MAP01 which I used for testing works fine. All that is needed now that Quasar manages to clean up the last remaining rough spots in the spec and that a usable version of DB2 gets released.
Oh, and BTW, it's neither related to Doomscript nor in any way meant as a replacement.
For a mapper the new format will just mean that several things that only can be set via scripts or ugly workarounds now will be accessible directly in the map.
As for the spec, it's mostly done with the exception of a few technicalities (mostly thanks to some weird implementation decisions in Eternity) and I already implemented the basic parser in ZDoom. A direct conversion of MAP01 which I used for testing works fine. All that is needed now that Quasar manages to clean up the last remaining rough spots in the spec and that a usable version of DB2 gets released.
Oh, and BTW, it's neither related to Doomscript nor in any way meant as a replacement.
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Re: UDMF? Is the new map format finally happening?
This new map format sounds excellent, good work guys 

- esselfortium
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Re: UDMF? Is the new map format finally happening?
Indeed, I can't wait to start using this in my Eternity and ZDoom maps 

- Cutmanmike
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Re: UDMF? Is the new map format finally happening?
And finally Slade I hope. Looks like Wadauthor is on it's last legs nowGraf Zahl wrote:All that is needed now that Quasar manages to clean up the last remaining rough spots in the spec and that a usable version of DB2 gets released.

- Graf Zahl
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Re: UDMF? Is the new map format finally happening?
Hasn't it been for 10 years now? 

Re: UDMF? Is the new map format finally happening?
"(mostly thanks to some weird implementation decisions in Eternity)"
* SoM requests some clarification...
* SoM requests some clarification...
- Graf Zahl
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Re: UDMF? Is the new map format finally happening?
It's the confusion about the tag/line id issue. You may have gathered from the Doomworld thread that I still haven't fully understood what you did there that makes this such a big deal. (hence weird.
)

- Juan "JacKThERiPPeR
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Re: UDMF? Is the new map format finally happening?
So... is there a future feature list for this UDMF thing?