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.
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.
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.
- SirSquamous
- Posts: 4
- Joined: Fri Aug 11, 2017 12:41 pm
- Graphics Processor: nVidia with Vulkan support
Re: Ultimate Doom Builder
Guys, I've been running doom builder 2 and it variants including this one with pretty good success over the years in my linux distros, with ultimate doom builder being the most stable in wine so far, but I have a problem with classic 2D mode that I haven't been able to solve since the beginning with what I can only describe as a delay in displaying changes after keystrokes and mouse inputs, its most noticeable when using the mouse wheel to zoom in/out and when using the directional keys to scroll. I can work around it, sometimes simply moving the mouse around the screen lets 2d mode catch up, but its annoying and messes with my productivity. Anyone have any experience with this issue?
- axredneck
- Posts: 424
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Re: Ultimate Doom Builder
Known bug. Try to set `__GL_MaxFramesAllowed` environment variable to 1 or 0.SirSquamous wrote:Guys, I've been running doom builder 2 and it variants including this one with pretty good success over the years in my linux distros, with ultimate doom builder being the most stable in wine so far, but I have a problem with classic 2D mode that I haven't been able to solve since the beginning with what I can only describe as a delay in displaying changes after keystrokes and mouse inputs, its most noticeable when using the mouse wheel to zoom in/out and when using the directional keys to scroll. I can work around it, sometimes simply moving the mouse around the screen lets 2d mode catch up, but its annoying and messes with my productivity. Anyone have any experience with this issue?
- SirSquamous
- Posts: 4
- Joined: Fri Aug 11, 2017 12:41 pm
- Graphics Processor: nVidia with Vulkan support
Re: Ultimate Doom Builder
wow, that was it , so simple! Nice to have this finally working properly in wine. Think I'm gonna map now 
- Daryn
- Posts: 134
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Re: Ultimate Doom Builder
I'm running into a warning when loading up UDB with the Project Remap Liquid Texture Pack 5 Resources. In particular, their Glow GLDefs.
The source looks like this:
There's a good few hundred of these in the same format. In game, there aren't any errors and the glows work. But UDB Isn't happy with them.
Not a deal-breaker, as the glows are the last things in the file, so everything but those get parsed, ut it'd be nice not having that error. And yeah, there's onl the one.
Code: Select all
GLDEFS error in "DSRD\gldefs\liquids.txt", line 14337. Expected glow color value, but got ""00, 00, 00"".
Code: Select all
GLOW
{
Texture "BFALL1", "00, 00, 00", "0"
Not a deal-breaker, as the glows are the last things in the file, so everything but those get parsed, ut it'd be nice not having that error. And yeah, there's onl the one.
Re: Ultimate Doom Builder
According to the wiki something like "00, 00, 00" isn't a valid color:
The color parameter must be either a RGB hex triplet, such as C010A8, or one of the recognized X11R6 color name, such as SlateGray1 or PowderBlue.
- Daryn
- Posts: 134
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Re: Ultimate Doom Builder
Yeah, that's what the wiki says, but I think it might be out of date. I don't think he would have used this format several hundred times if it wasn't working. As I mentioned, in game, all the glows work.boris wrote:According to the wiki something like "00, 00, 00" isn't a valid color:
The color parameter must be either a RGB hex triplet, such as C010A8, or one of the recognized X11R6 color name, such as SlateGray1 or PowderBlue.
-
- Posts: 5040
- Joined: Sun Nov 14, 2010 12:59 am
Re: Ultimate Doom Builder
It works as a side effect of how parsing of space-delimited colors is done. I don't believe it's intended to work like that. To give an example, all of these are acceptable by GZDoom, and they give you the color yellow:Daryn wrote:I don't think he would have used this format several hundred times if it wasn't working. As I mentioned, in game, all the glows work.
Code: Select all
"ff ff 00"
"ff, ff, 00"
"ffDoomImp ffShotgun 00Berserk"
- Daryn
- Posts: 134
- Joined: Wed Jan 23, 2019 10:22 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11 Professional X64
- Graphics Processor: nVidia with Vulkan support
Re: Ultimate Doom Builder
Alright. Looks like I'll be editing all of those color defs. I'll have to mention this on his mod page, too.Blue Shadow wrote:It works as a side effect of how parsing of space-delimited colors is done. I don't believe it's intended to work like that. To give an example, all of these are acceptable by GZDoom, and they give you the color yellow:Daryn wrote:I don't think he would have used this format several hundred times if it wasn't working. As I mentioned, in game, all the glows work.
The first one is the one whose syntax should be followed.Code: Select all
"ff ff 00" "ff, ff, 00" "ffDoomImp ffShotgun 00Berserk"
- [_ilystra_]
- Posts: 45
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Re: Ultimate Doom Builder
Fix new update. I see the new update in udb and download he, but he say that deebbsp.exe hinders him and closed but I don`t use this node builder compiler, after I reinstalled UDB and update he I open map, and i see at start slope mode and critical error, I create new map, again, slope mode and critical error. I remembered about other folder with udb plugins before this update, put them instead new plugins, again, slope mode and critical error. in sum I need use GZDB now.
Full error log:
Full error log:
Spoiler:
Re: Ultimate Doom Builder
Works for me. That update didn't even touch the code that's crashing.
Besides that Slope Mode is deprecated and shouldn't be used anymore. Use visual sloping instead: https://www.youtube.com/watch?v=dioG0P0ywJo
Besides that Slope Mode is deprecated and shouldn't be used anymore. Use visual sloping instead: https://www.youtube.com/watch?v=dioG0P0ywJo
Re: Ultimate Doom Builder
Actually it crashes when you have Slope Mode set to the default mode. You can change that in Tools -> Game Configurations -> Modes.
-
- Posts: 79
- Joined: Sat Jul 05, 2014 7:38 am
Re: Ultimate Doom Builder
I've been away for a bit. What happened to the resources pane on the left of the Script Editor? I could have sworn I was able to edit and compile ACS in my resources.
- Kappes Buur
-
- Posts: 4171
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
- Contact:
Re: Ultimate Doom Builder
It is gone for good or until somebody else will take up the gauntlet.SuaveSteve wrote:I've been away for a bit. What happened to the resources pane on the left of the Script Editor? I could have sworn I was able to edit and compile ACS in my resources.
Scroll down to Un-features on the UDB frontpage.
Others had noticed that too and ZZYZX had this response to answers necros's question.
It's a shame that it is gone, even in it's 'incomplete' state it was so useful.
- Kappes Buur
-
- Posts: 4171
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
- Contact:
Re: Ultimate Doom Builder
@boris
I noticed that you published UDBScript-Test.
While it has all these highlighting files for various text lumps,
it does not show anything different from UDB, just DIALOGUE and SCRIPTS
even when the other text lumps are present in the map.
Will that address the text lump issue? See posts above.
How does it invoke the other text lumps?
I noticed that you published UDBScript-Test.
While it has all these highlighting files for various text lumps,
it does not show anything different from UDB, just DIALOGUE and SCRIPTS
even when the other text lumps are present in the map.
Will that address the text lump issue? See posts above.
How does it invoke the other text lumps?
Re: Ultimate Doom Builder
No, it has nothing to do with lumps, it's in-editor scripting to modify the map (like DBX's Lua scripting). See preliminary docs here: https://biwa.github.io/udbscript-docs/