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.
-
- Posts: 2274
- Joined: Tue Jun 30, 2009 1:31 pm
Re: Ultimate Doom Builder
I've noticed that float/double user variables can't have a //$UserDefaultValue set. The field always shows up blank when placing a new thing.
-
- Posts: 773
- Joined: Tue Jul 15, 2003 3:37 pm
Re: Ultimate Doom Builder
Another remnant of the conversion to double. The values specified with that editor key were still interpreted as single precision, while the rest of the code requires double precision. Fixed.
-
- Posts: 158
- Joined: Sun Nov 04, 2018 4:57 pm
Re: Ultimate Doom Builder
Does Doom Builder completely prevent modification of official IWADs? I would prefer to fix the bugs in the original IWADs (such as bugged secrets, missing textures, etc) instead of creating an almost identical PWAD, but I was hoping it isn't impossible to change them.
-
- Posts: 2432
- Joined: Thu Jun 25, 2009 1:58 pm
- Location: Time Station 1: Moon of Glendale
Re: Ultimate Doom Builder
for that you would honestly be better off making a separate wad and auto-loading it rather than editing the pwad
-
- Posts: 2274
- Joined: Tue Jun 30, 2009 1:31 pm
Re: Ultimate Doom Builder
Even better, you can use LevelPostProcessor to modify that sort of stuff instead of modified iwad maps.
-
- Posts: 158
- Joined: Sun Nov 04, 2018 4:57 pm
Re: Ultimate Doom Builder
What is it? It looks like a lot of internal programming that I'm not near advanced enough to understand. Does it allow modification of the maps? That's all I am wantin' to do.Mikk- wrote:Even better, you can use LevelPostProcessor to modify that sort of stuff instead of modified iwad maps.
-
- Posts: 2432
- Joined: Thu Jun 25, 2009 1:58 pm
- Location: Time Station 1: Moon of Glendale
Re: Ultimate Doom Builder
levelpostprocessor would be better, yeah. Pretty sure you can use that and some checksum checks to selectively apply alterations based on the map if you want. Unsure how involved it gets though as it isn't something that have messed with.
-
- Posts: 139
- Joined: Sat May 13, 2017 3:11 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Arch Linux
- Graphics Processor: Intel with Vulkan/Metal Support
- Location: Porto Alegre, Brazil
Re: Ultimate Doom Builder
Mate, please. It's called software design.Misery wrote:internal programming
-
- Posts: 262
- Joined: Thu Jul 16, 2015 11:09 pm
Re: Ultimate Doom Builder
How do you clamp the d64 lighting effects like on the game itself?
-
-
- Posts: 4175
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
Re: Ultimate Doom Builder
I assume you mean the D64 sector colours. Those are available only in UDMFMav3r1ck wrote:How do you clamp the d64 lighting effects like on the game itself?
Spoiler:
-
- Posts: 262
- Joined: Thu Jul 16, 2015 11:09 pm
Re: Ultimate Doom Builder
What I meant was, in UDMF the D64 colors stretch the whole sector height instead of clamping down against neighboring sectors like in the actual game. I was wondering if there was an ingame or console option to do this.
-
-
- Posts: 4175
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
Re: Ultimate Doom Builder
As far as I know the D64 color arrangements are supported in UDB UDMF.
Clamping in what way?
Maybe a screenshot would help to explain what you are looking for.
What do you mean by "clamping down against neighboring sectors"?Mav3r1ck wrote:What I meant was, in UDMF the D64 colors stretch the whole sector height instead of clamping down against neighboring sectors like in the actual game. I was wondering if there was an ingame or console option to do this.
Clamping in what way?
Maybe a screenshot would help to explain what you are looking for.
Spoiler:Something like this?
Last edited by Kappes Buur on Sun Jan 31, 2021 2:56 am, edited 1 time in total.
-
- Posts: 262
- Joined: Thu Jul 16, 2015 11:09 pm
Re: Ultimate Doom Builder
I'm not sure how to explain it exactly.
For example, on The Bleeding, there or cube-like structures surrounding the player start building. Now when you look at them you'll notice the colored lighting effects are compressed to match the height of the cube-like structures instead of stretching the whole sector height.
For example, on The Bleeding, there or cube-like structures surrounding the player start building. Now when you look at them you'll notice the colored lighting effects are compressed to match the height of the cube-like structures instead of stretching the whole sector height.
-
- Posts: 42
- Joined: Sun May 24, 2020 11:06 am
Re: Ultimate Doom Builder
Speaking of Doom 64, the UDMF config is missing a definition for sector special 89 GLSector_NoSkyDraw (this mimics D64's fake 3d floor hack). Right now it doesn't show up as an option.
-
-
- Posts: 376
- Joined: Mon Jun 27, 2016 7:26 pm
- Preferred Pronouns: He/Him
- Graphics Processor: nVidia with Vulkan support
Re: Ultimate Doom Builder
GZDoom has sidedef flags for that.Mav3r1ck wrote:I'm not sure how to explain it exactly.
For example, on The Bleeding, there or cube-like structures surrounding the player start building. Now when you look at them you'll notice the colored lighting effects are compressed to match the height of the cube-like structures instead of stretching the whole sector height.
Indeed, and there's also the "NoSkyWalls" and "DrawFullHeight" linedef flags for that, added by yours truly.Warden wrote:Speaking of Doom 64, the UDMF config is missing a definition for sector special 89 GLSector_NoSkyDraw (this mimics D64's fake 3d floor hack). Right now it doesn't show up as an option.