Ultimate Doom Builder
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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.
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
Hello. I'm having this bug where some sprites don't render and UDB shows this "Unable to find sprite lump "XXXXA" used by actor "YYY":ZZZ. Forgot to include required resources?" message. Steps to reproduce: create GzDoom: Doom 2 UDMF map and add the attached folder as resource (from directory). Deleting the sprites in the sprites/demon folder seems to solve the issue.
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Re: Ultimate Doom Builder
ah ha thank you! It turns out using middle x-offsets is the easiest way to set those up anyway but I can imagine reasons to change them, like for a rinkety dinkety diagonal sliding door effect.
The roll is still showing up differently between the game and the editor but that is less important and I can just use a standard sprite for that one if necessary.
The roll is still showing up differently between the game and the editor but that is less important and I can just use a standard sprite for that one if necessary.
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Re: Ultimate Doom Builder
Yeah, rolling seems to be broken. I'll have to look into that.
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Re: Ultimate Doom Builder
It is probably meant more for models, anyway. I can accept roll's sprite functionality being a weird novelty whose behavior cannot be predicted.
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Re: Ultimate Doom Builder
I know it's not Doomworld's "Doom editor features of dreams" but I have a huge dream about Doom Builder having geometry editing in layers and its own editing format perhaps, like GIMP or Photoshop store layers in their own formats.
Even if sourceports like GZDoom don't support having such layered geometries, the editor files will have them there and saved for future source ports. Like 3D floors but better, the linedefs don't intersect on different stories. And thus can be edited much easier without having to worry about them as once done stuck there forever, so you can not edit those nice structures without making it into mad geometrical and tags mess.
There will always be the basic layer always having everything set as usual. The other layer you add on top of that to add one or more 3D floor geometries and so on. For the current source port capabilities it will "flatten" it all into one layer.
The biggest issue in my opinion could arrise when those linedefs actualy start "flatten" into one layer so lots of nodes and geometry errors.
Even if sourceports like GZDoom don't support having such layered geometries, the editor files will have them there and saved for future source ports. Like 3D floors but better, the linedefs don't intersect on different stories. And thus can be edited much easier without having to worry about them as once done stuck there forever, so you can not edit those nice structures without making it into mad geometrical and tags mess.
There will always be the basic layer always having everything set as usual. The other layer you add on top of that to add one or more 3D floor geometries and so on. For the current source port capabilities it will "flatten" it all into one layer.
The biggest issue in my opinion could arrise when those linedefs actualy start "flatten" into one layer so lots of nodes and geometry errors.
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Re: Ultimate Doom Builder
Complex OBJ models (especially ones made in magicavoxel) appear to crash UDB once you go into visual mode from what I've seen.
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Re: Ultimate Doom Builder
Thanks for the detailed bug report, it'll be fixed at once!DELTAtheDboi005 wrote: ↑Fri Aug 04, 2023 8:13 am Complex OBJ models (especially ones made in magicavoxel) appear to crash UDB once you go into visual mode from what I've seen.
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Re: Ultimate Doom Builder
You're welcome.boris wrote: ↑Fri Aug 04, 2023 11:40 amThanks for the detailed bug report, it'll be fixed at once!DELTAtheDboi005 wrote: ↑Fri Aug 04, 2023 8:13 am Complex OBJ models (especially ones made in magicavoxel) appear to crash UDB once you go into visual mode from what I've seen.
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Re: Ultimate Doom Builder
This still not fixed in r4090. Also I can't properly use editor without bottom panel, this workaround is not very useful. It is really hard to track this bug? Many people saying that "reboot you computer" and similar nonsense but this problem happening because this is happening when in 3D mode you move the cursor to different texture/flat. I has good framerate even on detailed maps with disabled bottom panel so it not the hardware issue. The classic Doom Builder 2 working flawlessly without stuttering but it is too old and not have important features I need.klneidecker wrote: ↑Sun Mar 21, 2021 11:07 pm EDIT:
Before anyone wastes there time helping me with this, I scrolled back in this thread a bit and saw someone complaining about performance impacts from the bottom panel in 3D mode which shows info on the surface you are looking at, and how the "~" key makes that panel go away.
Once I did that, problem gone.
So in short, anyone who stumbles over this in Google later, Ultimate Doom Builder stuttering or hitching when in 3D mode and turning the camera, if you have a panel at the bottom with texture info etc., press "~" and it will go away, making the problem disappear.
Original question, now defunct, below:
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Hey all. I'm having a terrible performance problem with UDB. In 3d mode, highlighting walls causes a very slight delay. Not a big deal for a wall or two, but the delay stacks up if I am moving the camera past a lot of smaller walls or surfaces.
So, if I aim at the floor, move around, smooth as butter. Turn the camera over some walls, little hitches.
If I go into a complex section of a map, with a lot of linedefs, and turn the camera along those walls, each new "highlight" that happens (the orange glow under the crosshair) causes a hiccup in frames, which stacks up into a nightmare if I try and pan the camera over a number of walls, just turning around. I'm talking any fast mouse movement turns into a slide-show, yet it's not "low frame rate" kind of stutter, but "rendering thread is not updating but things are calculating just fine* kind of stutter.
Nvidia 770, newest drivers, etc. Tried the usual (rebooting, changing setting in the Nvidia control panel, the like) with no change.
Again, it's almost like the rendering hangs for a moment when highlighting a new wall/floor/surface (but the rendering still happens in the background, so after the hitch in frames my camera *is* facing as expected).
I'll record a video or gif of it later, but I wanted to see if anyone heard of this before?
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Re: Ultimate Doom Builder
Hi Boris,
We're having an issue where sprites defined in TEXTURES with an XScale/YScale other than 1.0 appear at the wrong offset in UDB visual mode. We have version R4096. I uploaded an example screenshot and .pk3 file here: https://drive.google.com/drive/folders/ ... drive_link.
The sprites that have a X/YScale of 8.0 are way up in the air in UDB but are at the correct offset in GZDoom. (Similarly, if you make the scale less than 0, they go down through the floor in UDB.)
Another person has a similar issue on this thread: viewtopic.php?t=78206
Thanks for your help!
Andarchitect
The DANDY Company
We're having an issue where sprites defined in TEXTURES with an XScale/YScale other than 1.0 appear at the wrong offset in UDB visual mode. We have version R4096. I uploaded an example screenshot and .pk3 file here: https://drive.google.com/drive/folders/ ... drive_link.
The sprites that have a X/YScale of 8.0 are way up in the air in UDB but are at the correct offset in GZDoom. (Similarly, if you make the scale less than 0, they go down through the floor in UDB.)
Another person has a similar issue on this thread: viewtopic.php?t=78206
Thanks for your help!
Andarchitect
The DANDY Company
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Re: Ultimate Doom Builder
Should be fixed now.The DANDY Company wrote: ↑Fri Sep 15, 2023 4:00 pm Hi Boris,
We're having an issue where sprites defined in TEXTURES with an XScale/YScale other than 1.0 appear at the wrong offset in UDB visual mode. We have version R4096. I uploaded an example screenshot and .pk3 file here: https://drive.google.com/drive/folders/ ... drive_link.
The sprites that have a X/YScale of 8.0 are way up in the air in UDB but are at the correct offset in GZDoom. (Similarly, if you make the scale less than 0, they go down through the floor in UDB.)
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- Location: Houston, TX, USA
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Re: Ultimate Doom Builder
What is the correct way to add unknown action specials to UDB, like 277 and others?
Spoiler:I read the Reference Manual but have no luck so far.
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Re: Ultimate Doom Builder
They have to be added to the config files. For GZDoom specials that's the ZDoom_linedefs.cfg in the Configurations\Includes folder in the UDB installation directory. I think they have to be added to the "zdoom" section.Kappes Buur wrote: ↑Mon Sep 18, 2023 4:39 pm What is the correct way to add unknown action specials to UDB, like 277 and others?
Spoiler:I read the Reference Manual but have no luck so far.
The reference manual has a short explanation under Configurations -> Game Configurations -> Linedefs Settings (at the very bottom of that page).