Kappes Buur Posted December 24, 2019 (edited) UDB is the next iteration of GZDoom Builder Bugfix. As with any new software there are some issues which need to be addressed. Hopefully there are some mappers who can and want to test this editor to make it even better. For those interested in the development thereof, see https://forum.zdoom.org/viewtopic.php?f=232&t=66745 https://github.com/jewalky/UltimateDoomBuilder Edited February 2, 2020 by Kappes Buur : updated UDB links 21 Share this post Link to post
Redneckerz Posted December 25, 2019 UDB is now on ZDoom Wiki and (Pending) on DoomWiki. 0 Share this post Link to post
kaleb. Posted December 25, 2019 no way, doom builder finally works on wine??? i just might have officially stopped having any use for windows anymore 2 Share this post Link to post
Doomkid Posted December 28, 2019 (edited) This new name is elevendy billion times better than “GrafZahlDoomBuilderBugFixVersionOneMillion”. I am ultra stoked! My next map will be made using this. 7 Share this post Link to post
VanaheimRanger Posted December 28, 2019 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. 1 Share this post Link to post
Chris Hansen Posted December 28, 2019 Downloaded! No issues yet. Good job! 0 Share this post Link to post
cr0ma Posted January 10, 2020 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. 0 Share this post Link to post
JadingTsunami Posted January 11, 2020 Built and running on Mac. Very nice! 0 Share this post Link to post
cr0ma Posted January 11, 2020 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? 0 Share this post Link to post
JadingTsunami Posted January 11, 2020 (edited) 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. 0 Share this post Link to post
cr0ma Posted January 11, 2020 Just now, JadingTsunami said: Yes, compiled and run with mono. How? Dare I say but, maybe it's the same on Linux. 0 Share this post Link to post
JadingTsunami Posted January 11, 2020 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. 0 Share this post Link to post
therektafire Posted January 11, 2020 @cr0ma what error are you getting exactly 0 Share this post Link to post
cr0ma Posted January 11, 2020 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 0 Share this post Link to post
kaleb. Posted January 12, 2020 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 1 Share this post Link to post
LuciferSam86 Posted January 12, 2020 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? 0 Share this post Link to post
JadingTsunami Posted January 12, 2020 (edited) 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. 0 Share this post Link to post
kaleb. Posted January 12, 2020 (edited) 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 0 Share this post Link to post
necros Posted January 14, 2020 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). 0 Share this post Link to post
Uni Posted January 17, 2020 I can't seem to find the Automap cleaning tool, am I missing it somehow? Other than that, it feels just like GZDoom Builder. 0 Share this post Link to post
Kappes Buur Posted February 2, 2020 On 1/14/2020 at 9:44 AM, necros said: hey just wondering, I think multiple decorate files don't load in UDB? You can have as many DECORATE lumps in your pwad as you like. However, the actors have to be set up properly. Also, if you have many actors to deal with, then the pk3 file format is best suited. Have a look at Enjay's Waterlab how a pk3 file is properly constructed. 0 Share this post Link to post
VGA Posted February 2, 2020 The Doom community would be much different without GZDBuilder and its forks. Also, the Nerve team used it for NRFTL and Romero used it for Sigil and his earlier new maps! Nice! By the way, I am on a tablet and accidentally reported the OP to the moderators, haha, oops! Touch controls! 0 Share this post Link to post
ryg Posted February 2, 2020 I am experiencing problems opening or creating any map. Standard Windows 10 Pro configuration. Error message: ***********SYSTEM INFO*********** OS: Microsoft Windows 10 Pro GPU: Intel(R) UHD Graphics 630 GZDB: R3352 Platform: x64 ********EXCEPTION DETAILS******** Error setting render target: glCheckFramebufferStatus did not return GL_FRAMEBUFFER_COMPLETE at CodeImp.DoomBuilder.Rendering.RenderDevice.ClearTexture(Color4 backcolor, Texture texture) at CodeImp.DoomBuilder.Rendering.Renderer2D.CreateRendertargets() at CodeImp.DoomBuilder.Rendering.Renderer2D..ctor(RenderDevice graphics) at CodeImp.DoomBuilder.MapManager.InitializeNewMap(MapOptions options) at CodeImp.DoomBuilder.General.NewMap() at CodeImp.DoomBuilder.Actions.Action.Begin() at CodeImp.DoomBuilder.Actions.ActionManager.InvokeAction(String actionname) at CodeImp.DoomBuilder.Windows.MainForm.InvokeTaggedAction(Object sender, EventArgs e) at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) 1 Share this post Link to post
LuciferSam86 Posted February 23, 2020 On 2/2/2020 at 12:18 PM, ryg said: Error setting render target: glCheckFramebufferStatus did not return GL_FRAMEBUFFER_COMPLETE Perhaps your card does not support the complete OpenGL library? Are you using the latest drivers for the card? Perhaps someone more skilled on the OpenGL library could give you more informations. 0 Share this post Link to post
Andreas Posted March 1, 2020 I wanted to try this so I installed it on my laptop that runs Windows 7. Installation went fine, however when I tried to run it, I got an obscure error message about "Method not found System Array Empty" and some other stuff. Googling it didn't really help. So I decided to try GZDBF instead. When I ran that one, it warned that Net Framework was not installed (which surprised me, as I thought it was) and offered to do it for me (how nice!) which I accepted. That got me to wondering if UDB's problem wasn't also the missing Net Framework... So after Microsoft was done messing with my system (and what a long time that installation took!) I tried to run UDB again and... what do you know! It worked. So... now I wonder: 1) why was the nice (and mostly painless) Net Framework check/installation process removed? 2) would it be possible to put something similar back in, or at the very least a clearer message stating what the problem is? OK, that's all, now I go test ;) 1 Share this post Link to post
Kappes Buur Posted June 23, 2020 Speaking of Prerequisites ... they are clearly listed here and here in case someone needs the links. 0 Share this post Link to post
Get Phobo Posted June 27, 2020 Will the bug ever be fixed where the map analysis tool reports allegedly unused lower or upper textures for some doors and platforms although those textures are absolutely needed? It seems to only affect a few types of linedef actions, so is probably just an oversight. But it's an old issue, I remember having it reported several years ago for Doom Builder 2. 0 Share this post Link to post
boris Posted June 27, 2020 16 minutes ago, Get Phobo said: Will the bug ever be fixed where the map analysis tool reports allegedly unused lower or upper textures for some doors and platforms although those textures are absolutely needed? It seems to only affect a few types of linedef actions, so is probably just an oversight. But it's an old issue, I remember having it reported several years ago for Doom Builder 2. Unlikely that it will be changed. It's a rather useless check anyway, since additional texture you'll never see don't matter. 0 Share this post Link to post