Bridges for UDMF in the "doom" namespace
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2.5d_camper
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Bridges for UDMF in the "doom" namespace
I've been experimenting with Zandronum for a while with UDMF in the "doom" namespace, and I know that 3D floors and 3D mid-textures don't work in this namespace, so bridges can't be created using these tools. However, it turns out that invisible bridges work and can be defined using an actor with type 5064. Here's an example: https://www.mediafire.com/file/lbhaf3ay ... n.wad/file
Re: Bridges for UDMF in the "doom" namespace
What exactly is the point of this, out of curiosity? The doom namespace is for compatibility with other source ports, however the object with the ednum 5064 is a ZDoom-exclusive addition.
This means, that out of the 5 (maybe?) non-ZDoom derived ports supporting UDMF, this only supports... K8Vavoom, which already has full ZDoom namespace support anyway.
This means, that out of the 5 (maybe?) non-ZDoom derived ports supporting UDMF, this only supports... K8Vavoom, which already has full ZDoom namespace support anyway.
When I consider Your heavens, the work of Your fingers, The moon and the stars, which You have ordained; What is man that You take thought of him, And the son of man that You care for him? (Psalms 8:3-4, NASB)
My Discord tag is @tdrr, and it's my preferred contact method. I also check PMs here from time to time.
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My Discord tag is @tdrr, and it's my preferred contact method. I also check PMs here from time to time.
I also have a Discord server for my projects.
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2.5d_camper
- Posts: 24
- Joined: Sat Jul 12, 2025 8:53 pm
- Location: Tatarstan
Re: Bridges for UDMF in the "doom" namespace
I discovered that when converting old amateur WADs, dating back to 1994 and later, to UDMF using the Ultimate Doom Duilder (UDB) editor, the action information, although transferred, doesn't work correctly. This happens because UDB assigns the "zdoom" namespace to these converted maps by default. Simply changing the map header in the SLADE3 editor, where the "doom" namespace is assigned, makes everything work. This doesn't work for all ports, but it worked for zandronum, but not for gzdoom.TDRR wrote: ↑Sun Nov 23, 2025 2:56 amWhat exactly is the point of this, out of curiosity? The doom namespace is for compatibility with other source ports, however the object with the ednum 5064 is a ZDoom-exclusive addition.
This means, that out of the 5 (maybe?) non-ZDoom derived ports supporting UDMF, this only supports... K8Vavoom, which already has full ZDoom namespace support anyway.
Many old amateur maps have information indicating that they can be used as a basis for further editing, which I find interesting.
I also found that the object with the ednum 5064 works in Helion doom port