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UDMF ZANDRONUM HELP~!
Posted: Thu Jun 05, 2014 11:00 pm
by Rcj8993
when using UDMF ive noticed if I make Sectors triangular I can slope them easily as a little wireframe Pyramid shows up, and in GZDoomBuilder it shows all my surfaces as sloped, BUT Zandronum doesn't render it, and I have it set as Zandronum UDMF (Doom)
whats wrong?
do I have to use point slope things or am I just doing this wrong?
(OPENGL MODE looks the same as software rendering with this issue, ie no slopes)
heres what I mean
http://imgur.com/a/fo8OY
RE: UDMF ZANDRONUM HELP~!
Posted: Fri Jun 06, 2014 12:59 am
by mifu
Hey
Can you use one of the testing builds for Zandronum 2.0 to see if it works there?
RE: UDMF ZANDRONUM HELP~!
Posted: Fri Jun 06, 2014 8:37 am
by jwaffe
last time I checked zandronum only supported vertex slope things, the wireframe pyramids only worked in zdoom,
let me know if it works in 2.0, though
RE: UDMF ZANDRONUM HELP~!
Posted: Fri Jun 06, 2014 9:19 am
by Fused
I can confirm that vertex slope things behave the same way as the wireframe pyramids.
I'm currently not able to test this in 2.0 sadly.
EDIT: It seems like when you connect alot of vertex slope things to eachother, that is the result. If you only connect like 2 slopes, it works fine.
RE: UDMF ZANDRONUM HELP~!
Posted: Fri Jun 06, 2014 11:43 am
by agaures
You're using GZDoomBuilder... pff.
RE: UDMF ZANDRONUM HELP~!
Posted: Fri Jun 06, 2014 1:11 pm
by Rcj8993
Gzdoombuilder works better to actually see the 3d slope stuff
RE: UDMF ZANDRONUM HELP~!
Posted: Fri Jun 06, 2014 1:13 pm
by agaures
In what way? You can see the exact same stuff in DB2.
RE: UDMF ZANDRONUM HELP~!
Posted: Fri Jun 06, 2014 1:43 pm
by Zeberpal
...BECAUSE Gzdoombuilder can render 3d floors, slopes and 3d floor slopes in 3d editing mode. And DB2 can't do that.
Talking about GZDB and UDMF,
that's not the only problem.
RE: UDMF ZANDRONUM HELP~!
Posted: Fri Jun 06, 2014 4:13 pm
by agaures
DB2 can render all of that
The only thing it doesn't that GZDB does is dynamic lights.
RE: UDMF ZANDRONUM HELP~!
Posted: Fri Jun 06, 2014 4:34 pm
by Rcj8993
No it can't. Not unless you open your testing program.
We mean internally within the editor in 3D mode.
Not in zandronum......
RE: UDMF ZANDRONUM HELP~!
Posted: Fri Jun 06, 2014 4:47 pm
by agaures
How many times do i have to say it.
The 3d mode for DB2 can render slopes, 3dfloors and all of that stuff.
RE: UDMF ZANDRONUM HELP~!
Posted: Fri Jun 06, 2014 4:47 pm
by Lollipop
What agaures for some reason isn't saying is that it requires plugins made by random people, instead of being bundled in the DB package.
RE: UDMF ZANDRONUM HELP~!
Posted: Fri Jun 06, 2014 4:49 pm
by agaures
Lollipop wrote:
What agaures for some reason isn't saying is that it requires plugins made by random people, instead of being bundled in the DB package.
Not in the latest build you can get...
RE: UDMF ZANDRONUM HELP~!
Posted: Fri Jun 06, 2014 5:29 pm
by Klofkac
I am with Aguares, the latest SVN of DB2 contains GZDoom visual mode which CAN do most of things GZDB can (excluding dynamic lights and 3D models (Who the hell wants to use 3D models in sprite game? (Yeah, I know there are some modern game prayers))(dynamic lights are unfortunately, per INI different (you can change their size or intenzity and additivity so having them in map editor is kind of pointless))(Too many brackets, this should not become Lisp))
Also, DB2 is better for making Boom-compatibile maps. Sorry, but GZDB sucks for that.
RE: UDMF ZANDRONUM HELP~!
Posted: Fri Jun 06, 2014 5:46 pm
by Guardsoul
I prefer DB2 than GZDB because it demands less resources and doesnt have some weird bugs GZDB has (unless I want to make a map full of dynamic lights that ocassionaly happens). Just grab the latest DB2 version from SVN and should be fine.
RE: UDMF ZANDRONUM HELP~!
Posted: Fri Jun 06, 2014 5:48 pm
by Stiff
When I use GZDoomBuilder, there are lines spazzing all over my screen. :I
https://www.dropbox.com/s/thuhbnvicede1 ... .57.18.png
RE: UDMF ZANDRONUM HELP~!
Posted: Fri Jun 06, 2014 5:56 pm
by agaures
HAH

RE: UDMF ZANDRONUM HELP~!
Posted: Fri Jun 06, 2014 6:02 pm
by Guardsoul
You can deactivate them so your screen will be clearer. Search in Visual Mode options, it should be somewhere inside it.
RE: UDMF ZANDRONUM HELP~!
Posted: Sat Jun 07, 2014 2:30 am
by Rcj8993
well I don't care if DZdoombuilder is really resource heavy, my PC plays all new games on max settings in 1080p @ 60 fps.
and I tried the latest build of doom builder (made like years ago apparently)
didn't have the plugin...
idk why I'm having this issue.
if its set to zandronum doom udmf there should be nothing I can do or alter in gzdoombuilder that zandronum cant do....
when I get home from work ill try plopping some point slope vertex things and seeing if that fixes it...
RE: UDMF ZANDRONUM HELP~!
Posted: Sat Jun 07, 2014 5:38 pm
by Tiger
agaures wrote:
You're using GZDoomBuilder... pff.
Is there a problem with using or the existence of
GZDoom Builder?
agaures wrote:
In what way? You can see the exact same stuff in DB2.
Not exactly. The
GZDoom VM that is bundled in the SVN builds (
provided by DRDTeam) is severely limited in its functionality and was never considered completed. You can check out
this thread to view the features and implementations it has in comparison to
Doom Builder 2. In addition, underneath the hood of GZDoom Builder, there's a lot more to be desired that
Doom Builder 2 does not yet offer. For example, there's a lot of bug fixes in
GZDoom Builder that has yet to be fixed in
Doom Builder 2 - but such fixes will most likely will not be backported any time soon as CodeImp is working on a
commercial game. But another example of under the hood changes, better UDMF support -- this alone requires no further elaborations ;).
Zeberpal wrote:
...BECAUSE Gzdoombuilder can render 3d floors, slopes and 3d floor slopes in 3d editing mode. And DB2 can't do that.
Doom Builder 2 CAN render the 3D Objects (omitting ACTORS), although the GZDoom VM's functionality is severely limited.
Lollipop wrote:
What agaures for some reason isn't saying is that it requires plugins made by random people, instead of being bundled in the DB package.
Are you trying to say that the plug-in that was created by CodeImp himself is a random person, or - the builds that I provide using
Bootless Star makes me a random person? Can you elaborate please?
Klofkac wrote:
[...]
Also, DB2 is better for making Boom-compatibile maps. Sorry, but GZDB sucks for that.
GZDoom Builder's focus is - (G)ZDoom, not primarily Boom or the other known Doom Ports around. This should be clear by this statement:
MaxED wrote:GZDoom Builder is a fork of Doom Builder 2, which i've started in march 2012. It's aim is to add some GZDoom features to Doom Builder 2 and improve usability where I see fit
Rcj8993 wrote:
and I tried the latest build of doom builder (made like years ago apparently)
didn't have the plugin...
I just grabbed this ancient
Doom Builder 2 (
r1604) SVN build, - the plugin is still available. As far as my memory goes, the plugin has always been available on DRDTeam. There was 'one' plugin that took awhile to show up on DRDTeam, and that was the Visplane Explorer plugin. The reason behind its slow emergence is stated in this
thread -- though this is just the cut and dry version, there's more technicality underneath it, but I don't want to elaborate how Visual Studio works nor how my program operates from the history standpoint.
EDIT
Revision 2