Ultimate Doom Builder

Any utility that assists in the creation of mods, assets, etc, go here. For example: Ultimate Doom Builder, Slade, WadSmoosh, Oblige, etc.
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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.

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Tormentor667
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Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany

Re: Ultimate Doom Builder

Post by Tormentor667 »

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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axredneck
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Operating System Version (Optional): Arch
Graphics Processor: nVidia with Vulkan support
Location: Russia

Re: Ultimate Doom Builder

Post by axredneck »

Tormentor667 wrote:...
Commander Keen 3D ?
NaturalTvventy
Posts: 92
Joined: Sat May 22, 2010 9:38 am

Re: Ultimate Doom Builder

Post by NaturalTvventy »

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.
necros
Posts: 28
Joined: Mon Dec 30, 2019 10:26 pm

Re: Ultimate Doom Builder

Post by necros »

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?
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ZZYZX
 
 
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Re: Ultimate Doom Builder

Post by ZZYZX »

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 :roll: should not be open
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Tormentor667
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Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany

Re: Ultimate Doom Builder

Post by Tormentor667 »

ZZYZX wrote:Will fix!
Just updated to R3317, the bug is still existant - just as a small info
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ZZYZX
 
 
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Re: Ultimate Doom Builder

Post by ZZYZX »

Tormentor667 wrote:
ZZYZX wrote:Will fix!
Just updated to R3317, the bug is still existant - just as a small info
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)

For instant fix for now, try moving the wall's offset one pixel left or right (of the middle linedef in the corner)
Image
necros
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Joined: Mon Dec 30, 2019 10:26 pm

Re: Ultimate Doom Builder

Post by necros »

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 bug :roll: should not be open
Cool, thanks for confirming! Thanks for continuing support on this great editor!
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Stormwalker
Posts: 100
Joined: Mon Sep 05, 2011 10:22 pm

Re: Ultimate Doom Builder

Post by Stormwalker »

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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ZZYZX
 
 
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Re: Ultimate Doom Builder

Post by ZZYZX »

Stormwalker wrote:Do you mean that it runs better in WINE?
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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Stormwalker
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Re: Ultimate Doom Builder

Post by Stormwalker »

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.
Very cool, thanks for the info!
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axredneck
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Re: Ultimate Doom Builder

Post by axredneck »

Stormwalker 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.
Works for me with Wine+Mono
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Kappes Buur
 
 
Posts: 4150
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Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada

Re: Ultimate Doom Builder

Post by Kappes Buur »

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.
Well, I don't know, but to me it looks like that there is something wrong with the texture itself.
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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ZZYZX
 
 
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Re: Ultimate Doom Builder

Post by ZZYZX »

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)
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Kappes Buur
 
 
Posts: 4150
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Graphics Processor: nVidia (Legacy GZDoom)
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Re: Ultimate Doom Builder

Post by Kappes Buur »

ZZYZX wrote:It's not a problem with the texture ...
The thing is though, that the included texture is 128x768.
Would that not make a difference?

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