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Kappes Buur

Ultimate Doom Builder

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no way, doom builder finally works on wine??? i just might have officially stopped having any use for windows anymore

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This new name is elevendy billion times better than “GrafZahlDoomBuilderBugFixVersionOneMillion”.

 

I am ultra stoked! My next map will be made using this.

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39 minutes ago, Doomkid said:

This new name is elevendy billion times better than “GrafZahlDoomBuilderBugFixVersionOneMillion”.

 

I am ultra stoked! My next map will be made using this.

My favorite thing about the new release is that I can stop updating GZDB-BF, lol.

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Hello. A lurker stepping by.

I have multiple issues on making this to work on Arch Linux & Debian. The editor starts fine: but when I make a new map it just crashes to generate a backtrace that according to the devs can't be understood.
I'm hoping these issues gets fixed because I love this family of map editors but at the moment on my Linux laptop (ThinkPad x230) I'm just sticking with SLADE that as I know doesn't have any issues.

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Just now, JadingTsunami said:

Built and running on Mac. Very nice! 

That's interesting. By built you mean that you compiled?

Or are you using some prefix configuration on Wine?

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4 minutes ago, cr0ma said:

That's interesting. By built you mean that you compiled?

Or are you using some prefix configuration on Wine?

 

Yes, compiled and run with mono.

 

EDIT: Note I have not played around much to see what works and what doesn't. Standard YMMV disclaimers and all that.

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Just now, JadingTsunami said:

 

Yes, compiled and run with mono.

How? Dare I say but, maybe it's the same on Linux.

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6 minutes ago, cr0ma said:

How? Dare I say but, maybe it's the same on Linux.

 

Sure, just needed gdiplus and of course mono. After that, "make" worked and built the app and mono executed the runtime. There's a build solution already in place for mono in the source release.

 

I'm curious if it works for you on Linux the same way.

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1 hour ago, JadingTsunami said:

 

Sure, just needed gdiplus and of course mono. After that, "make" worked and built the app and mono executed the runtime. There's a build solution already in place for mono in the source release.

 

I'm curious if it works for you on Linux the same way.

Unfortunately, I'm running trough one error that I can't understand.

With the packages mono-develop libgdiplus libx11-dev:

g++ -std=c++14 -O2 --shared -g3 -o Build/libBuilderNative.so -fPIC -I Source/Native Source/Native/*.cpp Source/Native/OpenGL/*.cpp Source/Native/OpenGL/gl_load/*.c -lX11 -ldl
In file included from /usr/include/c++/8/memory:80,
                 from Source/Native/Precomp.h:29,
                 from Source/Native/OpenGL/OpenGLContext.cpp:22:
/usr/include/c++/8/bits/unique_ptr.h: In instantiation of ‘typename std::_MakeUniq<_Tp>::__single_object std::make_unique(_Args&& ...) [with _Tp = OpenGLContext; _Args = {void*&, void*&}; typename std::_MakeUniq<_Tp>::__single_object = std::unique_ptr<OpenGLContext, std::default_delete<OpenGLContext> >]’:
Source/Native/OpenGL/OpenGLContext.cpp:904:57:   required from here
/usr/include/c++/8/bits/unique_ptr.h:831:30: error: invalid new-expression of abstract class type ‘OpenGLContext’
     { return unique_ptr<_Tp>(new _Tp(std::forward<_Args>(__args)...)); }
                              ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Source/Native/OpenGL/OpenGLContext.cpp:458:7: note:   because the following virtual functions are pure within ‘OpenGLContext’:
 class OpenGLContext : public IOpenGLContext
       ^~~~~~~~~~~~~
In file included from Source/Native/OpenGL/OpenGLContext.cpp:23:
Source/Native/OpenGL/OpenGLContext.h:34:15: note: 	‘virtual bool IOpenGLContext::IsCurrent()’
  virtual bool IsCurrent() = 0;
               ^~~~~~~~~
make: *** [Makefile:15: native] Error 1

 

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19 hours ago, JadingTsunami said:

 

Sure, just needed gdiplus and of course mono. After that, "make" worked and built the app and mono executed the runtime. There's a build solution already in place for mono in the source release.

 

I'm curious if it works for you on Linux the same way.

yeah doesnt work for me on linux at all. i just get

msbuild -p:Configuration=Release BuilderMono.sln
make: msbuild: Command not found
make: *** [Makefile:9: builder] Error 127



 

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1 hour ago, kaleb. said:

yeah doesnt work for me on linux at all. i just get


msbuild -p:Configuration=Release BuilderMono.sln
make: msbuild: Command not found
make: *** [Makefile:9: builder] Error 127


perhaps you don't have msbuild in your PATH variable?
 

 

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1 hour ago, kaleb. said:

yeah doesnt work for me on linux at all. i just get


msbuild -p:Configuration=Release BuilderMono.sln
make: msbuild: Command not found
make: *** [Makefile:9: builder] Error 127

 

 

Do you have the mono SDK installed? You will need at least mono SDK (not just the runtime) and gdiplus.

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yup i got both of them

 

47 minutes ago, LuciferSam86 said:

perhaps you don't have msbuild in your PATH variable?
 

well i wouldnt know about how that works, building stuff from source has always been a confusing task for me

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hey just wondering, I think multiple decorate files don't load in UDB?  I have one decorate for each monster or whatever, and in GZDoom they show up just fine, but in UDB, they don't get added into the list of entities you can add.  If i manually specify the editor ID, it'll appear as a ? icon, but will still work in-game.  I tested by copy/pasting a separate decorate into the main decorate.txt file in my folder and then it will show up in the editor just fine.  Or is there an additional step to be taken?  There's no errors or anything.

Interestingly enough, you can have multiple WAD files in a folder each with their own decorates and those will work perfectly fine.  My plan is to include WAD files with some custom monsters and objects from Realm667 but I want to override the default behaviours of the monsters there because I find them too overpowered for my uses so I create a separate decorate file outside the wad, give it a new editor ID and just reuse the assets in the WAD file (that way it preserves the original file while creating my own version fully separately).

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I can't seem to find the Automap cleaning tool, am I missing it somehow? Other than that, it feels just like GZDoom Builder.

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