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

#1

Post by 2.5d_camper » Sat Nov 22, 2025 2:03 pm

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

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TDRR
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Re: Bridges for UDMF in the "doom" namespace

#2

Post by TDRR » Sun Nov 23, 2025 2:56 am

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.
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Re: Bridges for UDMF in the "doom" namespace

#3

Post by 2.5d_camper » Sun Nov 23, 2025 4:37 pm

TDRR wrote:
Sun Nov 23, 2025 2:56 am
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.
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.
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

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