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.
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.
boris
Posts: 751
Joined: Tue Jul 15, 2003 3:37 pm

Re: Ultimate Doom Builder

Post by boris »

If you updated UDB yesterday and get the error

Code: Select all

Could not load plugin "System.Memory.dll", plugin is missing the Plug class. This file is not supposed to be in the Plugins subdirectory.
please delete the System.Memory.dll from the Plugins directory (only there, not the one in the base installation directory).

Sorry for the inconvenience!
User avatar
Kappes Buur
 
 
Posts: 4143
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada

Re: Ultimate Doom Builder

Post by Kappes Buur »

I have an odd problem with UltimateDoomBuilder-r4165-x64 and UltimateDoomBuilder-r4166-x64

When dragging a pwad unto the shortcut then this happens


when pressing OK I get a crash report
Spoiler:
but when I oppen UDB first and get rid of this message


then the pwad opens as usual
SanyaWaffles
Posts: 818
Joined: Thu Apr 25, 2013 12:21 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Windows 11 for the Motorola Powerstack II
Graphics Processor: nVidia with Vulkan support
Location: The Corn Fields

Re: Ultimate Doom Builder

Post by SanyaWaffles »

Look up at the post above you, Kappes.
User avatar
Kappes Buur
 
 
Posts: 4143
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada

Re: Ultimate Doom Builder

Post by Kappes Buur »

SanyaWaffles wrote: Mon Apr 22, 2024 6:24 pm Look up at the post above you, Kappes.
Thanks
User avatar
22alpha22
Posts: 306
Joined: Fri Feb 21, 2014 5:04 pm
Graphics Processor: nVidia with Vulkan support
Location: Montana, USA

Re: Ultimate Doom Builder

Post by 22alpha22 »

I just updated Ultimate Doom Builder and opened one of my maps which is in UDMF format.

The map makes use of vertices sloping and when I went into visual mode I noticed that the slopes where not being displayed despite having Enhanced Rendering Effects turned on. I toggled it several times but nothing changed. I tried changing the height of the sloped sector directly and Doom Builder immediately crashed with the following error message.
Spoiler:
I've restarted Doom Builder a couple of times and reloaded the map but it never displays the slopes and always crashes when I try to edit the sloped sectors.

How it looks in Doom Builder with Enhanced Rendering Effects on.


How it looks in GZDoom.
User avatar
Kappes Buur
 
 
Posts: 4143
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada

Re: Ultimate Doom Builder

Post by Kappes Buur »

22alpha22 wrote: Tue Apr 30, 2024 8:20 am The map makes use of vertices sloping and when I went into visual mode I noticed ......
The screenshot and text do not mention which port you are using
Spoiler:
In GZDoom Doom2 UDMF enable the rendering of vertex heights by pressing Alt+V and selecting the height of the vertex. Then pressing Tab you can toggle the enhanced effects
Spoiler:
User avatar
22alpha22
Posts: 306
Joined: Fri Feb 21, 2014 5:04 pm
Graphics Processor: nVidia with Vulkan support
Location: Montana, USA

Re: Ultimate Doom Builder

Post by 22alpha22 »

Kappes Buur wrote: Wed May 01, 2024 1:27 am The screenshot and text do not mention which port you are using
I'm mapping for GZDoom, using a modified config for GZDoom UDMF.

After further investigation, I believe my modified config is what is causing problems. Loading the map with the included vanilla GZDoom UDMF format displays the vertices and slopes properly and does not crash when attempting to edit them. I assume that when I updated Ultimate Doom Builder, one of the updates made changes to how the map configurations are setup and this obviously did not include my custom configs which would now seem to be broken.

Rather annoying but what can I do? I'll have to go through the configs and see if I can see what has changed and propagate that back to my configs.
User avatar
SPZ1
Posts: 332
Joined: Wed Aug 02, 2017 3:01 pm
Location: Illinois

Re: Ultimate Doom Builder

Post by SPZ1 »

I can has invert selection feature for THINGS, LINEDEFS, VERTEXES, and SECTORS?
Spoiler: Hello
boris
Posts: 751
Joined: Tue Jul 15, 2003 3:37 pm

Re: Ultimate Doom Builder

Post by boris »

You can has it yourself with UDBScript! https://biwa.github.io/udbscript-docs/gettingstarted/
Codesphere
Posts: 1
Joined: Wed May 29, 2024 8:32 pm
Graphics Processor: nVidia with Vulkan support

Re: Ultimate Doom Builder

Post by Codesphere »

Sorry if this particular question has already been asked and answered before, but I could use a little bit of help with configuring UDB.

I'm making some maps for a mod for use with Zandronum. I'm trying to use the latest [url=https://github.com/zeta-group/zt-bcc/releases/tag/0.9.0]zt-bcc[/url] for making scripts, both for the mod as well as for maps. I have gotten it working fine with the mod's scripts, but I'm unsure how to get it working appropriately with UDB. I've managed to get it to show up in the Map Options configuration by copying the existing bcc-related configurations and adjusting them slightly, but it seems to be having an issue reading zt-bcc's "ZCommon.bcs" erroring out on a blank "#library" line (again, this works just fine in the mod scripts).

Honestly I'm not entirely sure if the bcc included with UDB is considered the "latest" or if zt-bcc is latest, but UDB's bcc doesn't seem to like various things found in the ACSUtils (BCSUtils) library. I suppose one alternative option is to just use the acs version of ACSUtils and forgo the BCS version...

Any ideas on what I need to do here for UDB? Or if UDB could officially support Zt-BCC (if it's considered the latest that is)?
User avatar
ramon.dexter
Posts: 1558
Joined: Tue Oct 20, 2015 12:50 pm
Graphics Processor: nVidia with Vulkan support
Location: Kozolupy, Bohemia

Re: Ultimate Doom Builder

Post by ramon.dexter »

Reporting crashes on ubuntu 22.04.4 using UDB through wine/proton. Crash could be replicated by trying to write into tag field in linedef/sector properties. Instant crash to desktop.

Code: Select all

=================================================================
        Native Crash Reporting
=================================================================
Got a UNKNOWN while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
=================================================================

=================================================================
        Managed Stacktrace:
=================================================================
          at <unknown> <0xffffffff>
          at System.Object:__icall_wrapper_ves_icall_mono_string_from_utf16 <0x00087>
          at System.Runtime.InteropServices.ComTypes.IEnumString:Next <0x00102>
          at <unknown> <0xffffffff>
          at System.Windows.Forms.UnsafeNativeMethods:DispatchMessageW <0x000a9>
          at ComponentManager:System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop <0x0096a>
          at ThreadContext:RunMessageLoopInner <0x00b34>
          at ThreadContext:RunMessageLoop <0x00082>
          at ThreadContext:RunMessageLoop <0x000aa>
          at System.Windows.Forms.Application:RunDialog <0x0008a>
          at System.Windows.Forms.Form:ShowDialog <0x00c92>
          at System.Windows.Forms.Form:ShowDialog <0x000a2>
          at CodeImp.DoomBuilder.Windows.MainForm:ShowEditLinedefs <0x001c2>
          at CodeImp.DoomBuilder.Windows.MainForm:ShowEditLinedefs <0x000ca>
          at CodeImp.DoomBuilder.Windows.MainForm:ShowEditLinedefs <0x00052>
          at CodeImp.DoomBuilder.BuilderModes.LinedefsMode:OnEditEnd <0x00178>
          at CodeImp.DoomBuilder.Actions.Action:End <0x00133>
          at CodeImp.DoomBuilder.Actions.ActionManager:EndActiveActions <0x0026a>
          at CodeImp.DoomBuilder.Actions.ActionManager:KeyReleased <0x0008a>
          at CodeImp.DoomBuilder.Windows.MainForm:display_MouseUp <0x00122>
          at System.Windows.Forms.Control:OnMouseUp <0x000b0>
          at System.Windows.Forms.Control:WmMouseUp <0x0068c>
          at System.Windows.Forms.Control:WndProc <0x00c9a>
          at System.Windows.Forms.ScrollableControl:WndProc <0x000c2>
          at ControlNativeWindow:OnMessage <0x00046>
          at ControlNativeWindow:WndProc <0x001ab>
          at System.Windows.Forms.NativeWindow:Callback <0x000bd>
          at System.Windows.Forms.NativeWindow:Callback <0x000a2>
          at System.Windows.Forms.NativeWindowProc:Callback <0x00122>
          at System.Windows.Forms.NativeWindowProc:Callback <0x0009a>
          at <unknown> <0xffffffff>
          at System.Windows.Forms.UnsafeNativeMethods:DispatchMessageW <0x000a9>
          at ComponentManager:System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop <0x0096a>
          at ThreadContext:RunMessageLoopInner <0x00b34>
          at ThreadContext:RunMessageLoop <0x00082>
          at ThreadContext:RunMessageLoop <0x000aa>
          at System.Windows.Forms.Application:Run <0x00092>
          at CodeImp.DoomBuilder.General:Main <0x01402>
          at <Module>:runtime_invoke_void_object <0x000af>
=================================================================
wine: Unhandled page fault on read access to 0000000000002480 at address 00000003AF6EBF70 (thread 00f0), starting debugger...
Unhandled exception: page fault on read access to 0x00002480 in 64-bit code (0x00000003af6ebf70).
Register dump:
 rip:00000003af6ebf70 rsp:000000000051cd88 rbp:0000000000000000 eflags:00010202 (  R- --  I   - - - )
 rax:00000000009eef60 rbx:00000000009e95e0 rcx:0000000000002480 rdx:000000000051ce38
 rsi:0000000000002480 rdi:000000000051ce38  r8:0000000001001f48  r9:0000000000000000 r10:0000000000000000
 r11:00000001801a4580 r12:00000000478addd8 r13:0000000038b36148 r14:00000000009eef60 r15:0000000000000400
Stack dump:
0x000000000051cd88:  00000001801eff8a 0000000001001f48
0x000000000051cd98:  0000000180213e34 0000000000000400
0x000000000051cda8:  0000000000a69610 0000000000000400
0x000000000051cdb8:  00000000009e95e0 0000000000002480
0x000000000051cdc8:  000000000051ce38 00000000122ec370
0x000000000051cdd8:  00000001801af36d 000000003202b4cb
0x000000000051cde8:  0000000000000000 00000000009e8e70
0x000000000051cdf8:  0000000000002480 00000000009e8e70
0x000000000051ce08:  00000001801a45be 0000000000a69610
0x000000000051ce18:  0000000003883e16 000000000051cf88
0x000000000051ce28:  000000000051d04c 3fe0000000000000
0x000000000051ce38:  0000000000000000 000000000051d4b0
Backtrace:
=>0 0x00000003af6ebf70 EntryPoint+0x2fffff9d0() in ucrtbase (0x0000000000000000)
  1 0x00000001801eff8a EntryPoint+0x1001eedc9() in libmono-2.0-x86_64 (0x0000000000000000)
  2 0x00000001801af36d EntryPoint+0x1001ae1ac() in libmono-2.0-x86_64 (0x0000000000000000)
  3 0x00000001801a45be EntryPoint+0x1001a33fd() in libmono-2.0-x86_64 (0x0000000000000000)
0x00000003af6ebf70 EntryPoint+0x2fffff9d0 in ucrtbase: cmpw     $0,(%rcx)
Modules:
Module  Address                                 Debug info      Name (99 modules)
PE               2a80000-         2efc000       Deferred        mscorlib
PE               33c0000-         3684000       Deferred        system
PE               37a0000-         3820000       Deferred        system.drawing
PE               3820000-         3828000       Deferred        accessibility
PE               3840000-         3872000       Deferred        system.configuration
PE               5190000-         51a0000       Deferred        winemono.i18n
PE               51b0000-         51ca000       Deferred        winemono.i18n.west
PE               5b10000-         5c20000       Deferred        system.core
PE               60a0000-         61b0000       Deferred        buildermodes
PE               6960000-         6b6c000       Deferred        system.data
PE               6b70000-         6e7e000       Deferred        system.xml
PE               6e90000-         6e9c000       Deferred        automapmode
PE               6ea0000-         6ebe000       Deferred        buildereffects
PE               7000000-         7012000       Deferred        colorpicker
PE               7020000-         702c000       Deferred        commentspanel
PE               7030000-         7040000       Deferred        nodesviewer
PE               7040000-         7058000       Deferred        soundpropagationmode
PE               7070000-         7088000       Deferred        stairsectorbuilder
PE               7090000-         70a0000       Deferred        tagexplorer
PE               70a0000-         70aa000       Deferred        tagrange
PE               70b0000-         70dc000       Deferred        threedfloormode
PE               70f0000-         711c000       Deferred        udbscript
PE               7230000-         7240000       Deferred        visplaneexplorer
PE               72e0000-         7434000       Deferred        scintillanet
PE               9630000-         967a000       Deferred        system.design
PE               9680000-         96fa000       Deferred        sharpcompress
PE               9f90000-         9fd0000       Deferred        winemono.security
PE               b870000-         b9f0000       Deferred        libmono-btls-shared
PE               bc70000-         bc78000       Deferred        system.runtime.compilerservices.unsafe
PE               bc80000-         bca4000       Deferred        system.numerics
PE              10000000-        1079a000       Deferred        system.windows.forms
PE              10fd0000-        10ff6000       Deferred        system.memory
PE              11000000-        11016000       Deferred        tabcontrolex
PE              19c30000-        19cab000       Deferred        buildernative
PE              1aa10000-        1aa84000       Deferred        esprima
PE              7ac00000-        7ae87000       Deferred        riched20
PE              7b000000-        7b3fd000       Deferred        kernelbase
PE              7b600000-        7b969000       Deferred        kernel32
PE              7bc00000-        7bf3c000       Deferred        ntdll
PE             140000000-       140386000       Deferred        builder
PE             180000000-       18040f000       Export          libmono-2.0-x86_64
PE             1c8b40000-       1c8bb7000       Deferred        msacm32
PE             1c8db0000-       1c9097000       Deferred        msvcrt
PE             1cd860000-       1cd86f000       Deferred        api-ms-win-crt-utility-l1-1-0
PE             1cf7c0000-       1cf7fa000       Deferred        msftedit
PE             1d7cb0000-       1d7cdd000       Deferred        wsock32
PE             1d97a0000-       1d97ae000       Deferred        api-ms-win-core-fibers-l1-1-1
PE             1fc170000-       1fc1cb000       Deferred        fusion
PE             1fedf0000-       1fee0c000       Deferred        api-ms-win-crt-private-l1-1-0
PE             21a7e0000-       21a9ce000       Deferred        setupapi
PE             228450000-       2284c4000       Deferred        propsys
PE             231ae0000-       231d60000       Deferred        rpcrt4
PE             23d820000-       23dfc2000       Deferred        user32
PE             241850000-       24185e000       Deferred        api-ms-win-crt-environment-l1-1-0
PE             241b90000-       241bb9000       Deferred        zlib1
PE             24f470000-       24f4d5000       Deferred        mpr
PE             2522e0000-       2523e4000       Deferred        oleacc
PE             262250000-       262260000       Deferred        api-ms-win-crt-runtime-l1-1-0
PE             26b4c0000-       26bbb9000       Deferred        gdi32
PE             2739c0000-       273ec9000       Deferred        oleaut32
PE             28ba60000-       28ba6e000       Deferred        api-ms-win-crt-time-l1-1-0
PE             2a9540000-       2a954f000       Deferred        usp10
PE             2bb750000-       2bbcd8000       Deferred        comctl32
PE             2d4d40000-       2d4d96000       Deferred        bcrypt
PE             2d9bc0000-       2d9bce000       Deferred        api-ms-win-crt-process-l1-1-0
PE             2de970000-       2dea2e000       Deferred        rsaenh
PE             2e3540000-       2e364f000       Deferred        shlwapi
PE             2e8f10000-       2e948f000       Deferred        ole32
PE             2f1fa0000-       2f1fbe000       Deferred        version
PE             2f61f0000-       2f625d000       Deferred        explorerframe
PE             30a2c0000-       30a2d0000       Deferred        api-ms-win-crt-stdio-l1-1-0
PE             30c980000-       30c98f000       Deferred        api-ms-win-core-synch-l1-2-0
PE             3126f0000-       312744000       Deferred        shcore
PE             31f800000-       31fa8e000       Deferred        comdlg32
PE             327020000-       3271a4000       Deferred        combase
PE             32a700000-       32a7bc000       Deferred        sechost
PE             330260000-       330387000       Deferred        advapi32
PE             33ea00000-       33ea10000       Deferred        api-ms-win-crt-string-l1-1-0
PE             3422e0000-       342600000       Deferred        urlmon
PE             344840000-       34484f000       Deferred        api-ms-win-crt-filesystem-l1-1-0
PE             350a30000-       350a40000       Deferred        api-ms-win-crt-convert-l1-1-0
PE             351680000-       35168f000       Deferred        api-ms-win-core-localization-l1-2-1
PE             355100000-       35510f000       Deferred        api-ms-win-crt-locale-l1-1-0
PE             356770000-       356864000       Deferred        mscoree
PE             360a80000-       360a91000       Deferred        api-ms-win-crt-math-l1-1-0
PE             361860000-       361c6f000       Deferred        windowscodecs
PE             3738e0000-       3738ef000       Deferred        api-ms-win-crt-conio-l1-1-0
PE             39b510000-       39b51f000       Deferred        api-ms-win-crt-heap-l1-1-0
PE             3a0440000-       3a0691000       Deferred        wininet
PE             3af670000-       3af9dd000       Dwarf           ucrtbase
PE             3afd00000-       3afd62000       Deferred        imm32
PE             3b8f00000-       3b909f000       Deferred        winmm
PE             3be590000-       3be802000       Deferred        dbghelp
PE          7cc33e450000-    7cc33e454000       Deferred        opengl32
PE          7cc33f4c0000-    7cc33f4cb000       Deferred        winspool
PE          7cc341ac0000-    7cc341ac6000       Deferred        ws2_32
PE          7cc341f20000-    7cc341f43000       Deferred        msxml3
PE          7cc3422e0000-    7cc3422e4000       Deferred        winex11
PE          7cc342620000-    7cc342ef2000       Deferred        shell32
Threads:
process  tid      prio (all id:s are in hex)
00000038 services.exe
        0000003c    0
        00000040    0
        0000004c    0
        00000070    0
        00000088    0
        000000bc    0
        000000d0    0
00000044 winedevice.exe
        00000048    0
        00000054    0
        00000058    0
        0000005c    0
00000060 plugplay.exe
        00000064    0
        00000074    0
        00000078    0
        0000007c    0
        00000098    0
00000068 explorer.exe
        0000006c    0
        000000a0    0
        000000a8    0
00000080 winedevice.exe
        00000084    0
        0000008c    0
        00000090    0
        00000094    0
        000000a4    0
000000b4 svchost.exe
        000000b8    0
        000000c0    0
        000000c4    0
000000c8 rpcss.exe
        000000cc    0
        000000d4    0
        000000d8    0
        000000dc    0
        000000e0    0
        000000e4    0
000000ec (D) Z:\home\dexter\Apps\Ultimate Doom Builder\Builder.exe
        000000f0    0 <==
        000000fc    0
        00000100    0
        00000104    0
        00000108    0
        00000124    0
        00000128    0
        0000012c    0
        00000130    0
        00000134   -2
        00000138    0
        0000013c    0
        00000140    0
        00000144    0
        00000148    0
        0000014c    0
        00000150    0
        00000154    0
        00000158    0
        0000015c    0
        00000160    0
        00000164    0
        00000168    0
        0000016c    0
        00000170    0
        00000174    0
        00000178    0
        0000017c    0
        00000180    0
        00000184    0
        00000188    0
        0000018c    0
        00000190    0
        00000194    0
        00000198    0
        0000019c    0
        000001a0    0
        000001a4    0
000000f4 conhost.exe
        000000f8    0
System information:
    Wine build: wine-6.0.3 (Ubuntu 6.0.3~repack-1)
    Platform: x86_64
    Version: Windows 7
    Host system: Linux
    Host version: 6.5.0-35-generic
0090:err:rpc:I_RpcReceive we got fault packet with status 0x1c010003
Zabit (SIGKILL)
User avatar
MartinHowe
Posts: 2041
Joined: Mon Aug 11, 2003 1:50 pm
Location: Waveney, United Kingdom

Re: Ultimate Doom Builder

Post by MartinHowe »

Please can anyone tell me what the syntax for categories is in a UDB config file, not in ZScript?

I am creating custom thing config files for editing my mod as the default configs include a whole lot of stuff I'm never going to use or want organised in a different way to the default and the tiny thing properties dialogue (relative to today's monitor sizes) doesn't help; most importantly, I want to put some things in subcategories.

Take ZDoom particle fountains, for example; they are in the 'Decoration' category in ZDoom_things.cfg, so they show up in the list after hanging dead bodies, dead marines, and so on; what I want is to have them in their own subcategory. In ZScript I could just do //$Category "Decoration/Fountains", but there seems to be no way to do it in a config file. I could simply clone them as a subclass and do it, but it seems a bit silly to do that for hundreds of items when I'm rolling my own actual config file!

I have also tried various combinations of "category = ..." in various parts of the config files; UDB doesn't complain about syntax errors if I do this, but they have no effect whatsoever :(

So what is the syntax for this in a config file? Please?
boris
Posts: 751
Joined: Tue Jul 15, 2003 3:37 pm

Re: Ultimate Doom Builder

Post by boris »

In the UDB source directory there's a "Help" directory. Open index.html in there.

Things are enclosed by a data structure that is the category for those things. If you don't want them to be in that category you'll have to move them somewhere else.
User avatar
MartinHowe
Posts: 2041
Joined: Mon Aug 11, 2003 1:50 pm
Location: Waveney, United Kingdom

Re: Ultimate Doom Builder

Post by MartinHowe »

Thanks for the help mention. Sadly, it is very light on details; there is no formal guide to writing a category; I can understand this, I've written docs myself and it's hard to anticipate the edge cases.

This is what is desired:


I was getting close, but it seems to create nested categories, you need to nest them in identifier first, and then provide a title for the inner one, like so:

Code: Select all

decoration
{
    fountains
    {
        title="Fountains";
    	9027
    	{
    		title = "Red Particle Fountain";
    		class = "RedParticleFountain";
    	}
    }
}
The nested structure isn't enough, so it seems the title is important structurally.

I hope this will help others trying to do this.
SuaveSteve
Posts: 79
Joined: Sat Jul 05, 2014 7:38 am

Translucency / alpha

Post by SuaveSteve »

There seems to be an issue in setting alpha for things in UDMF for both DSDA doom and ZDoom. For ZDoom, a Thing must have a certain RenderStyle set before alpha will take effect, which you can't do in UDB when the map is set to DSDA :)

To workaround, one can switch to GZDoom UDMF, set the renderstyle to translucent and then go back to DSDA UDMF format (but I suppose editing the textmap would work, too).

My suggestion: If the map format is DSDA UDMF, then set the renderstyle to Translucent if alpha is less than 1.0.

Return to “Creation, Conversion, and Editing”