UDMF ZANDRONUM HELP~!

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Rcj8993
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UDMF ZANDRONUM HELP~!

#1

Post by Rcj8993 » Thu Jun 05, 2014 11:00 pm

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
Last edited by Rcj8993 on Thu Jun 05, 2014 11:24 pm, edited 1 time in total.
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RE: UDMF ZANDRONUM HELP~!

#2

Post by mifu » Fri Jun 06, 2014 12:59 am

Hey

Can you use one of the testing builds for Zandronum 2.0 to see if it works there?

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RE: UDMF ZANDRONUM HELP~!

#3

Post by jwaffe » Fri Jun 06, 2014 8:37 am

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
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RE: UDMF ZANDRONUM HELP~!

#4

Post by Fused » Fri Jun 06, 2014 9:19 am

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.
Last edited by Fused on Fri Jun 06, 2014 9:21 am, edited 1 time in total.
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agaures
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RE: UDMF ZANDRONUM HELP~!

#5

Post by agaures » Fri Jun 06, 2014 11:43 am

You're using GZDoomBuilder... pff.
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

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RE: UDMF ZANDRONUM HELP~!

#6

Post by Rcj8993 » Fri Jun 06, 2014 1:11 pm

Gzdoombuilder works better to actually see the 3d slope stuff
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RE: UDMF ZANDRONUM HELP~!

#7

Post by agaures » Fri Jun 06, 2014 1:13 pm

In what way? You can see the exact same stuff in DB2.
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

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RE: UDMF ZANDRONUM HELP~!

#8

Post by Zeberpal » Fri Jun 06, 2014 1:43 pm

...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.
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RE: UDMF ZANDRONUM HELP~!

#9

Post by agaures » Fri Jun 06, 2014 4:13 pm

DB2 can render all of that :smile:

The only thing it doesn't that GZDB does is dynamic lights.
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

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RE: UDMF ZANDRONUM HELP~!

#10

Post by Rcj8993 » Fri Jun 06, 2014 4:34 pm

No it can't. Not unless you open your testing program.
We mean internally within the editor in 3D mode.
Not in zandronum......
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RE: UDMF ZANDRONUM HELP~!

#11

Post by agaures » Fri Jun 06, 2014 4:47 pm

How many times do i have to say it.

The 3d mode for DB2 can render slopes, 3dfloors and all of that stuff.
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

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RE: UDMF ZANDRONUM HELP~!

#12

Post by Lollipop » Fri Jun 06, 2014 4:47 pm

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.
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RE: UDMF ZANDRONUM HELP~!

#13

Post by agaures » Fri Jun 06, 2014 4:49 pm

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...
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

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RE: UDMF ZANDRONUM HELP~!

#14

Post by Klofkac » Fri Jun 06, 2014 5:29 pm

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.
Last edited by Klofkac on Fri Jun 06, 2014 5:31 pm, edited 1 time in total.
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RE: UDMF ZANDRONUM HELP~!

#15

Post by Guardsoul » Fri Jun 06, 2014 5:46 pm

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.
I dont care about how bad your maps are. Everything can be improved.
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RE: UDMF ZANDRONUM HELP~!

#16

Post by Stiff » Fri Jun 06, 2014 5:48 pm

When I use GZDoomBuilder, there are lines spazzing all over my screen. :I

https://www.dropbox.com/s/thuhbnvicede1 ... .57.18.png
Last edited by Stiff on Fri Jun 06, 2014 5:49 pm, edited 1 time in total.
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RE: UDMF ZANDRONUM HELP~!

#17

Post by agaures » Fri Jun 06, 2014 5:56 pm

Stiff wrote: When I use GZDoomBuilder, there are lines spazzing all over my screen. :I

https://www.dropbox.com/s/thuhbnvicede1 ... .57.18.png
HAH :lol:
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

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RE: UDMF ZANDRONUM HELP~!

#18

Post by Guardsoul » Fri Jun 06, 2014 6:02 pm

Stiff wrote: When I use GZDoomBuilder, there are lines spazzing all over my screen. :I

https://www.dropbox.com/s/thuhbnvicede1 ... .57.18.png
You can deactivate them so your screen will be clearer. Search in Visual Mode options, it should be somewhere inside it.
I dont care about how bad your maps are. Everything can be improved.
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RE: UDMF ZANDRONUM HELP~!

#19

Post by Rcj8993 » Sat Jun 07, 2014 2:30 am

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...
Last edited by Rcj8993 on Sat Jun 07, 2014 5:06 pm, edited 1 time in total.
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RE: UDMF ZANDRONUM HELP~!

#20

Post by Tiger » Sat Jun 07, 2014 5:38 pm

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
Last edited by Tiger on Sat Jun 07, 2014 5:53 pm, edited 1 time in total.

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