Can this be worked around with a UDBScript?boris wrote:It's a known bug: https://github.com/jewalky/UltimateDoom ... issues/380
The code involved is a complete clusterfuck and nobody wants to touch it.
Ultimate Doom Builder
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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.
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Re: Ultimate Doom Builder
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Re: Ultimate Doom Builder
I don't see what UDBScript could do about that. The issue is that UDB wants to be super convenient to the user. It has three boxes for arg0/arg0str: normal integer box, normal string box, and named string box. But when you select lines that mix those everything goes haywire, since it obviously can't show two different boxes in the same place, and when you press "OK" everything fucks up.
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Re: Ultimate Doom Builder
I mean, if all the user wants is to set/unset automap hidden line flags or whatever, wouldn't it be trivial to just make a script that toggles said flags on/off for the selected lines, without touching anything else?boris wrote:I don't see what UDBScript could do about that.
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Re: Ultimate Doom Builder
Oh, yes of course. Stuff like that can be easily done with UDBScript.
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Re: Ultimate Doom Builder
I think this pesky behavior is the only outstanding issue I'm having with UDB at this point. And yeah, that's a good thing! Seems like every time I come back from a break from mapping, there's an update with cool stuff.
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Re: Ultimate Doom Builder
You know how when you slope a floor/ceiling the texture on it can get quite stretched looking if the slope angle is steep:
And, of course, it gets increasingly complicated if the slope is not aligned to one of the cardinal directions (especially if the textures are being rotated too).
Sometimes, scaling the texture isn't good because it can misalign how things look, but on other occasions scaling can look good. However, I am not aware of any way to tell UDB "OK, I'm sloping this floor by 80 degrees and rotating the floor by 30. Can you please calculate X and Y scaling values for me please".
Does such a thing exists? If not, does anyone have any tips as to the best way to get things looking right?
And, of course, it gets increasingly complicated if the slope is not aligned to one of the cardinal directions (especially if the textures are being rotated too).
Sometimes, scaling the texture isn't good because it can misalign how things look, but on other occasions scaling can look good. However, I am not aware of any way to tell UDB "OK, I'm sloping this floor by 80 degrees and rotating the floor by 30. Can you please calculate X and Y scaling values for me please".
Does such a thing exists? If not, does anyone have any tips as to the best way to get things looking right?
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Re: Ultimate Doom Builder
Auto-aligning the flats on the slopes automatically scales them (unless you disabled that in the preferences).Enjay wrote:Does such a thing exists? If not, does anyone have any tips as to the best way to get things looking right?
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Re: Ultimate Doom Builder
And, once again, thank you.
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Re: Ultimate Doom Builder
I was trying to recreate the effect used the building outside on D64's Holding Area level. The building where the computers raise up to reveal the imps inside. Apparently, when I attempted to use special 89 (fake 3d effect) on doors I see the lowered sky (F_Sky) instead of the buildings in the background from different angles.
Long story short, I wanted to do this instead of 3D objects that would save on excessive use of tags. I'm guessing special 89 has limitations?
Long story short, I wanted to do this instead of 3D objects that would save on excessive use of tags. I'm guessing special 89 has limitations?
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Re: Ultimate Doom Builder
I think it only affects sectors that have non-zero height, so it probably will not work with closed doors.Mav3r1ck wrote:I was trying to recreate the effect used the building outside on D64's Holding Area level. The building where the computers raise up to reveal the imps inside. Apparently, when I attempted to use special 89 (fake 3d effect) on doors I see the lowered sky (F_Sky) instead of the buildings in the background from different angles.
Long story short, I wanted to do this instead of 3D objects that would save on excessive use of tags. I'm guessing special 89 has limitations?
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Re: Ultimate Doom Builder
It doesn't work for any ceiling touching the ground but as long as the ceiling with special 89 isn't touching the floor the effect works as intended it seems.
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Re: Ultimate Doom Builder
I already feared that this is known and for a certain reason not being touched yet. It's quite annoying though and already exists for ages, I just wondered why nobody else noticed it. Any chance of getting it fixed anytime soon?boris wrote:It's a known bug: https://github.com/jewalky/UltimateDoom ... issues/380
The code involved is a complete clusterfuck and nobody wants to touch it.
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Re: Ultimate Doom Builder
Got a question regarding the 3D preview mode in DB. Does it use software or Hardware rendering? I'm having choppy framerates even on a relatively beefy machine with a 10700K, 64 gigs and RTX3070.
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Re: Ultimate Doom Builder
I think there's some limitations in update frequency due to it being piped unwillingly through Windows Forms? So even if it's running perfectly fine under the hood the actual display of it will be beholden to whenever WF decides to update.Amuscaria wrote:Got a question regarding the 3D preview mode in DB. Does it use software or Hardware rendering? I'm having choppy framerates even on a relatively beefy machine with a 10700K, 64 gigs and RTX3070.
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Re: Ultimate Doom Builder
I want to check if the following is expected behaviour.
I was trying to clean up an old scripts lump and I wasn't sure if script 28 was used any more. So, I tried the following search to find which line, if any, was running script 28.
As you can see, it found a line.
However, on checking the line, it looked like this:
i.e. it is not running script 28 but a named script called PortraitSecret.
I'm guessing, perhaps, that scripts get allocated an index in the background but, as I mentioned, I do have a script 28 in the scripts file, and it's not this one.
I don't *think* any lines are set to run script 28 in the map but, if I set one to do so for testing purposes, my search now finds both lines - one running the named script and one running script 28:
So... is this expected?
I was trying to clean up an old scripts lump and I wasn't sure if script 28 was used any more. So, I tried the following search to find which line, if any, was running script 28.
As you can see, it found a line.
However, on checking the line, it looked like this:
i.e. it is not running script 28 but a named script called PortraitSecret.
I'm guessing, perhaps, that scripts get allocated an index in the background but, as I mentioned, I do have a script 28 in the scripts file, and it's not this one.
I don't *think* any lines are set to run script 28 in the map but, if I set one to do so for testing purposes, my search now finds both lines - one running the named script and one running script 28:
So... is this expected?