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Bridges for UDMF in the "doom" namespace
Posted: Sat Nov 22, 2025 2:03 pm
by 2.5d_camper
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
Posted: Sun Nov 23, 2025 2:56 am
by TDRR
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.
Re: Bridges for UDMF in the "doom" namespace
Posted: Sun Nov 23, 2025 4:37 pm
by 2.5d_camper
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
Re: Bridges for UDMF in the "doom" namespace
Posted: Mon Nov 24, 2025 7:08 pm
by TDRR
Wasn't aware Helion actually supported UDMF, doesn't seem to be mentioned too often. Either way, converting to UDMF with UDB doesn't really work, yeah. There's some tools, I think maybe wad2udmf or UDMF-Convert? Or going from zwadconv (which converts to Hexen) to UDMF with UDB? Since that does handle converting the action numbers.
Re: Bridges for UDMF in the "doom" namespace
Posted: Tue Nov 25, 2025 5:26 pm
by 2.5d_camper
TDRR wrote: ↑Mon Nov 24, 2025 7:08 pm
Wasn't aware Helion actually supported UDMF, doesn't seem to be mentioned too often.
Helion is just beginning to support udmf; it doesn't yet handle vertices of triangle sectors or set their heights. This is important: using a heightmap, you can create slopes, arcs, and terrains without affecting the special actions of linedefs. This means it's a universal, cross-port approach.
TDRR wrote: ↑Mon Nov 24, 2025 7:08 pm
Either way, converting to UDMF with UDB doesn't really work, yeah. There's some tools, I think maybe wad2udmf or UDMF-Convert? Or going from zwadconv (which converts to Hexen) to UDMF with UDB? Since that does handle converting the action numbers.
That's why you can simply change the line namespace = "zdoom"; to namespace = "doom"; in the TEXTMAP file inside the wad with the converted udmf map. This can be done in SLADE3. Everything should work as expected in Zandronum (also edge-classic and k8vavoom).
Re: Bridges for UDMF in the "doom" namespace
Posted: Tue Nov 25, 2025 7:05 pm
by TDRR
Yes, but in doing this you miss out on many line actions and more things only available in the ZDoom namespace. That's why I suggest a more proper conversion method.