
Ultimate Doom Builder
Forum rules
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.
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Re: Ultimate Doom Builder
Good work Watson
...and excuses for the riddle, I forgot that there is a redundant part of the map that I didn’t delete before.

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Re: Ultimate Doom Builder
Commander Keen 3D ?Tormentor667 wrote:...
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Re: Ultimate Doom Builder
Wow, this is awesome. Thank you so much for doing this. I recently got a new computer and GZDoomBuilder wouldn't work on it. This one does! I'm no longer stuck dealing with the old Doom Builder. You are my hero.
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Re: Ultimate Doom Builder
hi there, I hope this is the correct place to ask questions...
In GZDoomBuilder, in the script editor, there was a side panel that let you look at all the text files in the wad you had open, so if you had a decorate file and a sndinfo, for example, you could open them up.
This seems missing in UDB? There's still a decorate file open in the wad I had been editing in GZDB, but I see no way of opening the other text files? Is there a hotkey I'm missing?
In GZDoomBuilder, in the script editor, there was a side panel that let you look at all the text files in the wad you had open, so if you had a decorate file and a sndinfo, for example, you could open them up.
This seems missing in UDB? There's still a decorate file open in the wad I had been editing in GZDB, but I see no way of opening the other text files? Is there a hotkey I'm missing?
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Re: Ultimate Doom Builder
This functionality has been dropped. Forever. Due to causing numerous issues while trying to support it, and being massively incomplete (only MaxED was interested in finishing this 4 years ago).
Sorry. Please use SLADE to edit resources. Also, it's a good idea to keep your resources inside a directory during development (same structure as PK3)
"still open" is a bug
should not be open
Sorry. Please use SLADE to edit resources. Also, it's a good idea to keep your resources inside a directory during development (same structure as PK3)
"still open" is a bug

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Re: Ultimate Doom Builder
Just updated to R3317, the bug is still existant - just as a small infoZZYZX wrote:Will fix!
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Re: Ultimate Doom Builder
Not as in "right now" but in few days... Today I worked mostly on the script editor and sprite loading from PK3s. Which I should say is finally fixed. (this error)Tormentor667 wrote:Just updated to R3317, the bug is still existant - just as a small infoZZYZX wrote:Will fix!
For instant fix for now, try moving the wall's offset one pixel left or right (of the middle linedef in the corner)

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Re: Ultimate Doom Builder
Cool, thanks for confirming! Thanks for continuing support on this great editor!ZZYZX wrote:This functionality has been dropped. Forever. Due to causing numerous issues while trying to support it, and being massively incomplete (only MaxED was interested in finishing this 4 years ago).
Sorry. Please use SLADE to edit resources. Also, it's a good idea to keep your resources inside a directory during development (same structure as PK3)
"still open" is a bugshould not be open
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Re: Ultimate Doom Builder
Quick question: What does "Better Linux compatibility" mean? The OP says it requires Windows as well as Microsoft .Net framework. Do you mean that it runs better in WINE? Just curious.
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Re: Ultimate Doom Builder
Yes. Due to using OpenGL, it does not anymore require weird winetricks hacks to make 2D/3D mode work.Stormwalker wrote:Do you mean that it runs better in WINE?
Pretty much the only non-crossplatform requirement left is .NET 4.7.x, which is way easier to get working compared to D3D9.
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Re: Ultimate Doom Builder
Very cool, thanks for the info!ZZYZX wrote:Yes. Due to using OpenGL, it does not anymore require weird winetricks hacks to make 2D/3D mode work.
Pretty much the only non-crossplatform requirement left is .NET 4.7.x, which is way easier to get working compared to D3D9.
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Re: Ultimate Doom Builder
Works for me with Wine+MonoStormwalker wrote:Quick question: What does "Better Linux compatibility" mean? The OP says it requires Windows as well as Microsoft .Net framework. Do you mean that it runs better in WINE? Just curious.
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Re: Ultimate Doom Builder
Well, I don't know, but to me it looks like that there is something wrong with the texture itself.Tormentor667 wrote:I am running into a strange problem. "Autoalign" in visual mode doesn't work with the attached texture in the attacked map, but it works with other textures, so I guess it's not a problem of the geometry or sectors.
Maybe something with offsets?
When I use a different texture, then the auto-align feature (Ctrl+A) works perfectly, as you mentioned.
[imgur]https://i.imgur.com/z67XZ3L[/imgur]
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Re: Ultimate Doom Builder
It's not a problem with the texture. I wrote above what's the issue — it's because border of the texture matches one of the line's vertices (two lines are aligned, all other lines aren't)
Probably when you use a different texture it's no longer aligned (different size from 64x64 or 128x128)
Probably when you use a different texture it's no longer aligned (different size from 64x64 or 128x128)
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Re: Ultimate Doom Builder
The thing is though, that the included texture is 128x768.ZZYZX wrote:It's not a problem with the texture ...
Would that not make a difference?