ZDBSP with UDMF support now available.
Moderator: GZDoom Developers
ZDBSP with UDMF support now available.
This post marks the release of ZDBSP 1.11. It now supports maps created in the [wiki]Universal Doom Map Format[/wiki]. Aside from that, the nodes it builds are identical to ZDBSP 1.10's.
This version was also compiled with a newer version of GCC, which seems to have produced slightly faster code.
This version was also compiled with a newer version of GCC, which seems to have produced slightly faster code.
- Shadelight
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Re: ZDBSP with UDMF support now available.
Cool, now there just needs to be UDMF configs for the other games and not just Doom....

Re: ZDBSP with UDMF support now available.
I'm sure someone will make them soon. ^^
Very cool, though.
Very cool, though.

Re: ZDBSP with UDMF support now available.
Nice to see this, although zdoom already compiled them for me. At least its now external
.

- Graf Zahl
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Re: ZDBSP with UDMF support now available.
Of course ZDoom can compile them. However, would you want to wait several seconds when building nodes on large maps? I've got a fast computer and the biggest things still require several seconds each time the nodes are built. Imagine what will happen if finally some maps appear that exceed the old map limits? Then it may be 20 seconds node building time, not 5 or 6.
- Graf Zahl
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Re: ZDBSP with UDMF support now available.
BTW, The VC 6.0 and 7.0 projects won't work. I was unable to add the new files to them because I don't have either compiler anymore.
Re: ZDBSP with UDMF support now available.
Thats pretty cool... whenever DB2 is finally properly released I'll have to check out UDMF properly I guess, as most of the frame work is there now, and its sounding more and more like the way forwards.
- Remmirath
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Re: ZDBSP with UDMF support now available.
Finally. This will certainly be useful. 

- Pinky's ass
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Re: ZDBSP with UDMF support now available.
Incomplete commit? Bad project file? I can't compile zdbsp, I get an error about "FProcessor::LoadUDMF(void)" and "FProcessor::WriteUDMF(class FWadWriter &)" being unresolved external symbols. That's with VC++2005, by the way.
- Juan "JacKThERiPPeR
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Re: ZDBSP with UDMF support now available.
I'll bring it home then. This is nice for me.
- Hirogen2
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Re: ZDBSP with UDMF support now available.
The larger a map, the more actors will be in it (assuming a 'normal' monster "density" in any average-and-above map), so more CPU time will be spend processing those. Maps like ED4_RFO1 are "safe" in that they manage to stay below the ceilling on CPU processing capabilities (at least here)—mabye just two spots where lots of architecture plus lots of actors gets to drop < 35fps— so let's not make maps that much larger. While it is a cut of sorts (and it suspends activities on inactive maps), hubs have their purpose.Graf Zahl wrote:Of course ZDoom can compile them. However, would you want to wait several seconds when building nodes on large maps? I've got a fast computer and the biggest things still require several seconds each time the nodes are built. Imagine what will happen if finally some maps appear that exceed the old map limits? Then it may be 20 seconds node building time, not 5 or 6.
- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: ZDBSP with UDMF support now available.
The post above this is best ignored as it contains some misinformation.



Re: ZDBSP with UDMF support now available.
Alright, this just completely screws up the map for me.
Without nodes (As in, ZDooM building them) the map is fine. However, with ZDBSP 1.11... Here it is when ZDooM builds the nodes. Attached wads with and without nodes. With nodes should end up being screwed royally, where the no nodes one should be fine.
ZDooM r1494. r1500. Happens in the latest build too. Once this is fixed though, you can bet I'll be testing UDMF for bugs in-game.
Without nodes (As in, ZDooM building them) the map is fine. However, with ZDBSP 1.11... Here it is when ZDooM builds the nodes. Attached wads with and without nodes. With nodes should end up being screwed royally, where the no nodes one should be fine.
ZDooM r1494. r1500. Happens in the latest build too. Once this is fixed though, you can bet I'll be testing UDMF for bugs in-game.
Last edited by MG_Man on Mon Mar 23, 2009 1:54 pm, edited 1 time in total.
- Juan "JacKThERiPPeR
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Re: ZDBSP with UDMF support now available.
I've noticed that too.