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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Enjay
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- Posts: 27600
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
Re: Ultimate Doom Builder
Did UDB not auto-check for an update and prompt you to install it? It always does for me if there is an update.
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boris
- Posts: 788
- Joined: Tue Jul 15, 2003 3:37 pm
Re: Ultimate Doom Builder
There is no newer installer. But UDB does have an built-in updater, and you can set it to automatically check for updates on start.
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[_ilystra_]
- Posts: 45
- Joined: Tue Jul 27, 2021 3:18 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10 LTSC
- Graphics Processor: nVidia (Modern GZDoom)
Re: Ultimate Doom Builder
Hey! i'm here again. I have some ideas for ultimate doom builder.
●1. Random arguments and tags for function Randomize.
●2. Additing actor categories, categories color, actor color, default args, actor icon/sprite and etc without Editor keys (these //$ actor strings)
●3. Flag in Things mode, showing actor(monster, custom player, and etc) FOV, and if it works, bending the line of the point of view from other objects, linedefs, slopes, sectors and etc.
●4. Flags in Things mode, showing actor A_Look properties(hearing radius, see radius and etc)
●5. Rotated texture generator, sometimes you want to rotate the texture on the linedef, but you can't do it, which can infuriate.
●1. Random arguments and tags for function Randomize.
●2. Additing actor categories, categories color, actor color, default args, actor icon/sprite and etc without Editor keys (these //$ actor strings)
●3. Flag in Things mode, showing actor(monster, custom player, and etc) FOV, and if it works, bending the line of the point of view from other objects, linedefs, slopes, sectors and etc.
●4. Flags in Things mode, showing actor A_Look properties(hearing radius, see radius and etc)
●5. Rotated texture generator, sometimes you want to rotate the texture on the linedef, but you can't do it, which can infuriate.
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22alpha22
- Posts: 308
- Joined: Fri Feb 21, 2014 5:04 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Montana, USA
Re: Ultimate Doom Builder
A small quality of life request: Can UDB be updated to properly display thing's hitboxes when a thing has a radius/height that is not an integer? In the ZDoom family of ports and possibly other ports, radius and heights are not actually integers but doubles, yet UDB does not handle non integer radius or height values. If a thing uses a non integer radius/height UDB falls back to some default value for displaying the thing's hitbox, which is not optimal when trying to fit things in tight spaces.
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boris
- Posts: 788
- Joined: Tue Jul 15, 2003 3:37 pm
Re: Ultimate Doom Builder
Fixed.22alpha22 wrote:A small quality of life request: Can UDB be updated to properly display thing's hitboxes when a thing has a radius/height that is not an integer? In the ZDoom family of ports and possibly other ports, radius and heights are not actually integers but doubles, yet UDB does not handle non integer radius or height values. If a thing uses a non integer radius/height UDB falls back to some default value for displaying the thing's hitbox, which is not optimal when trying to fit things in tight spaces.
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Mav3r1ck
- Posts: 262
- Joined: Thu Jul 16, 2015 11:09 pm
Re: Ultimate Doom Builder
So as far as the doom 64 type lighting is concerned. Are there plans to improve it in the future? Like making ACS and scripted like in the game itself and making to where addictive properties can be applied instead of using custom fields?
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boris
- Posts: 788
- Joined: Tue Jul 15, 2003 3:37 pm
Re: Ultimate Doom Builder
https://i.kym-cdn.com/entries/icons/fac ... tled-3.jpgMav3r1ck wrote:So as far as the doom 64 type lighting is concerned. Are there plans to improve it in the future? Like making ACS and scripted like in the game itself and making to where addictive properties can be applied instead of using custom fields?
Can you repeat that in an understandable way?
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ramon.dexter
- Posts: 1562
- Joined: Tue Oct 20, 2015 12:50 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Kozolupy, Bohemia
Re: Ultimate Doom Builder
Okay, how do you want this to work without the editor keys?[_ilystra_] wrote: ●2. Additing actor categories, categories color, actor color, default args, actor icon/sprite and etc without Editor keys (these //$ actor strings)
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Sarah
- Posts: 551
- Joined: Wed Sep 06, 2006 12:36 pm
- Preferred Pronouns: She/Her
- Operating System Version (Optional): Debian 11 (bullseye), Windows 10
- Location: Middle of Nowheresville Il.
Re: Ultimate Doom Builder
Hello! I'm getting a crash on loading of a map when the map uses an ipk3 for a resource. Renaming the extension to pk3 fixes it, as well as just using the unpacked folder for resources. This isn't producing any crash logs, as far as I know, the editor just closes.
Small edit: I also noticed that the script editor is not removing the BEHAVIOR lump from a wad if the scripts file is empty. For example if I remove all scripts from a wad (for this example assume it's one map to each wad), and hit compile, the BEHAVIOR lump remains. This had me pulling my hair out for a while because why was code executing that should not be there? I open the wad in Slade and there's the compiled ACS
Small edit: I also noticed that the script editor is not removing the BEHAVIOR lump from a wad if the scripts file is empty. For example if I remove all scripts from a wad (for this example assume it's one map to each wad), and hit compile, the BEHAVIOR lump remains. This had me pulling my hair out for a while because why was code executing that should not be there? I open the wad in Slade and there's the compiled ACS
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Mav3r1ck
- Posts: 262
- Joined: Thu Jul 16, 2015 11:09 pm
Re: Ultimate Doom Builder
This is an example of what I meant.boris wrote:https://i.kym-cdn.com/entries/icons/fac ... tled-3.jpgMav3r1ck wrote:So as far as the doom 64 type lighting is concerned. Are there plans to improve it in the future? Like making ACS and scripted like in the game itself and making to where addictive properties can be applied instead of using custom fields?
Can you repeat that in an understandable way?
Code: Select all
Sector_CopyLightsAndInterpolate(7, 9);
Sector_CopyTextures(7, 9);
wait;
Sector_CopyLightsAndInterpolate(5, 4);
Sector_CopyTextures(5, 4);
Sector_CopyLightsAndInterpolate(8, 6);
wait;
Pillar_OpenByValue(10, 64);
wait;
Floor_MoveByValue(11, -72);
wait;
Floor_MoveByValue(12, -112);
wait;
Ceiling_MoveByValue(4, 128);
Ceiling_MoveByValue(6, 128);
Pillar_OpenByValue(1, 64);
Line_CopyFlags(39, 40);
wait;
Floor_Lower(36);
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boris
- Posts: 788
- Joined: Tue Jul 15, 2003 3:37 pm
Re: Ultimate Doom Builder
What does that have to do with UDB?
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Mav3r1ck
- Posts: 262
- Joined: Thu Jul 16, 2015 11:09 pm
Re: Ultimate Doom Builder
I was asking if the colored lighting itself was going to be able to be used in scripts as an added feature in the future in UDB.boris wrote:What does that have to do with UDB?
For example just like when you use "Sector_SetColor" for regular colored lighting in the script editor.
To using Sector_SetColorUpper, Sector_SetColorThing, Sector_SetColorWall or Sector_SetColorLower for the d64-style colored lighting or something like this.
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Enjay
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- Posts: 27600
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
Re: Ultimate Doom Builder
UDB doesn't (and can't) add features to the game engine. It only allows you to edit using the ones that already exist. If you want something like script support for the D64 lighting in the way that you suggest, it would need to be added to GZDoom, and then UDB could be updated to support it.
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Mav3r1ck
- Posts: 262
- Joined: Thu Jul 16, 2015 11:09 pm
Re: Ultimate Doom Builder
This is what I was getting at. I'm sorry if it caused some confusion.Enjay wrote:UDB doesn't (and can't) add features to the game engine. It only allows you to edit using the ones that already exist. If you want something like script support for the D64 lighting in the way that you suggest, it would need to be added to GZDoom, and then UDB could be updated to support it.
So is this being planned to be added in? I was thinking it would be nice for scripting events.
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Rachael
- Posts: 13988
- Joined: Tue Jan 13, 2004 1:31 pm
- Preferred Pronouns: She/Her
Re: Ultimate Doom Builder
It has to be requested GZDoom side first. If there isn't a Feature Request for it, you can almost assume that there isn't a plan for it.