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    Building the New Evolution


    Bloodshedder

    CodeImp is busy working on a new version of his map editor, Doom Builder 2. But he can't do it all alone. Read on for an explanation all about it from him, in his own words.

    Why Doom Builder 2?

    There are a few reasons why I am making Doom Builder 2 and why I call it that (skipping all minor version numbers). First of all, Doom Builder 1.* is way too old for any further maintenance. It also was written in an old language which most people have abandoned. There are new ideas, new features and new compatability requirements that simply do not fit in the old program without a rewrite of more than half of the code. Doom Builder 2 is a complete redesign and rewrite from scratch, 100% written in C# (yes, the .NET platform, welcome to 2008 folks).

    What will be new in Doom Builder 2?

    • First of all, there are a lot of things redesigned to better fit the needs of the mappers. For example: You can now configure nodebuilder settings and testing settings per game configuration, so that when you switch game configuration to edit some other map, the relevant settings will change along with your choice.
    • Next we have Unicode support. This means that Doom Builder will work on non-westen cultures (such as China, for example) without the need of an English Windows installation or weird tricks.
    • Then I will make sure it will be Windows Vista compatible. Actually I need some people willing to test extensively on Windows Vista. More about that below.
    • Textures and flats and other resources can now be loaded from any number of different sources. Doom Builder 2 will support reading resources from WAD files, Directories, PK3 files and Directories with a PK3 directory structure.
    • Instant and nodebuilder-less 3D mode! Recent tests have proven a new great, fast method to render the 3D mode without the need of a BSP tree or any nodebuilder. This new technique also allows for geometry changes in 3D mode.
    • Plugins that allow developers to make their own editing modes, including 3D mode extensions (slopes, 3D floors).
    • On top of the great new features, there are little enhancements as well, such as full 32-bit anti-aliased 2D mode rendering, full PNG, BMP and GIF support and a more professional GUI look.

    When will you have all this?

    Not any time soon. Sorry to disappoint you now, but it will take at least several more months before I can make a public beta version. I just want most of it done so you don't get a half unfinished product. Hopefully I have something worthy this summer (July)!

    What do you still need?

    I can fulfill the promises above on my own, but there are a many other things that other people do a lot better than me, so join me and with our combined strength we will rule the galaxy as father and ... ok, back on topic.
    • Web designer, a serious good one. The site at www.doombuilder.com is the remains of my old website, and I want a fancy and spiffy website completely dedicated to both Doom Builder 1 and 2 (yes, I will keep DB1 online no less than it currently is, just in case you don't like DB2). If you would like to help me with this, please show me some of your previous work as web designer!
    • Alpha and Beta testers. Right now I need people from non-western cultures and Windows Vista users to try and see if Doom Builder 2 runs properly. Serious application testing (Beta testing) will be done in several months, but at the current point that is a bit useless.
    • Icon. Yes I need an icon for Doom Builder 2 and I don't think I still want that gargoyle head. I want something new, good looking, in all resolutions from 48x48 down to 16x16 in both 32-bits and 256 colors. This is simple: you make some, you e-mail them to me, and I pick the winner. No crying.
    Also, I need some serious documentation, like the Doom Builder 1 manual, but for Doom Builder 2. I am trying to contact John Anderson, but he vanished, his e-mail address turned invalid and his phone number is disconnected. If anyone has a clue where he is or how I can contact him, please let me know! And if you are in contact with him, please let him know I am looking for him! Thanks.

    Suggestions and comments are welcome (but please don't take it personally if I do not answer to all of them) If you want to help out on any of the above, please don't post in this topic, just email me. That way I can read and reply easier.

    You can start throwing rocks at me ... now! Oh, and here are some screenshots.

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    Anders said:
    imho the 3d editor should not try to render stuff as doom does. it would be horrible if it would not render invisible lifts and stuff like that, since you do want to se that when editing.

    Indeed, some things are different since the editor wants to explicitly show what's useful while editing. Mine wasn't an arbitrary request for exact emulation, but that texture alignment can be refined for the plain level format so editing in 3D mode is more efficient. And CodeImp is quite right in stating that 3D mode is in no way a substitute for game engine testing, which is the final arbiter on whether a map is free from imperfection, glitches, or error.

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    Xtife said:

    doom builder was awesome in its day
    but its just fallen into such disrepair now


    What? I would say this still is Doom Builder's "day"; the only other popular editors I can think of is SLADE and Wadauthor (which is a bit older).

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    Sodahollic said:

    Is it too late for beta testing? (I'm a Vista user)

    It is too early actually, we're just going into alpha phase. Send me an email if you would like to help with some alpha/beta testing.

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    This looks very awesome! I hope you don't keep those candy-bubble THING icons though. I really liked having the boxes show a THINGs diameter, having different sized icons looks tooty-fruity, IMO.

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    Good luck with this I think when DB2 gets released I finally will switch to an different editor after years of using DB1.

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    Looking good CodeImp :) I can't believe DB1 is being described as old now, it makes me feel old. I mean Doom Builder was probably the first "new" editor in a long time other than DeepSea which was still being updated (and also cost money). I don't even remember what people suggested newbies edit with before DB came out. Well.. I remember Deep and everyone arguing but thats about it lol

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    I would like to see full customization of editing features and UI...
    In particular, the ability to turn off automated features, for those who don't appreciate them.

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    Very pleasing, both the description and the screenshots. It will be hugely useful for my project, and I'm sure countless others - not to mention mapping newbies will have it easier than ever now to get started.

    You rock for contributing to the lifespan of Doom!

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    lol the arrows pointing to the thing's direction aren't anti aliased what a crappy program lol

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    MasterOfPuppets said:

    I really liked having the boxes show a THINGs diameter

    What about square candylike ICONS?

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    Went ahead and "made" this. I can't figure out my graphic utility's PNG alpha channel function for toffee, so it's not fit for iconage yet. :/



    Also, this is fantastic news. Geometry changes in 3D mode? Pk3 and PNG support? Multiple texture resource loading? Wow.

    Even so, I'm not too keen on the smooth...everything. There will be a way to revert it to the original DB look, right? I tend to like everything to be fairly plain, comprehensible and not too distracting. While the smooth/3d effects on the 2D mode look nice, they're not really my style.

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    CodeImp I love you.

    Also, I made a Doom Builder Hi-Res icon a while back. Not to one-up jimbo or anything, but I'll send it to ya and see if you like it or not.

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    printz said:

    What about square candylike ICONS?

    um, no. something that doesn't look like sugary cereal would be best, IMO.

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    Yeah...I like Slade's antialiasing, but I don't like how the antialiasing looks in DB2. Looking at the odd-angled diagonal lines in the screenshots, they still look pixelated, just blurry.

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    Aren't the in-game hitboxes square though? It's annoying when a monster gets stuck in a wall although the editor says it shouldn't.

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    Fredrik said:

    Aren't the in-game hitboxes square though? It's annoying when a monster gets stuck in a wall although the editor says it shouldn't.


    I also reacted to this, but I'd guess some of the wannabe-q2-engines change this to spheres or whatever. Anyway I am assuming this will be an option (because, as you say, it's annoying to not see the real hitboxes when editing).

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    IMO, a minimalistic graphic display in an editing program looks much more professional than a beveled, brightly colored one (which, I think, looks campy or childish). we editor for long stretches of time, we don't want to strain our eyes. perhaps the ultimate solution would be, and I realize this might be asking too much, a skinnable UI.

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    Anders said:
    Anyway I am assuming this will be an option (because, as you say, it's annoying to not see the real hitboxes when editing).

    That would make sense; and that option could be toggled one way or the other according to engine specs in the default format CFGs.

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    Anders said:

    I also reacted to this, but I'd guess some of the wannabe-q2-engines change this to spheres or whatever.

    AFAIK none of the ports have switched to using cylinders for physics (though I haven't looked at every port's code).

    Personally I'm very tempted to switch to cylinders in EDGE, as I think that kind of physics would be nicer in-game (e.g. sliding around monsters instead of totally blocked by them). Some parts of the code could be done much better with cylinders too, especially P_SlideMove.

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    ... and many, many players will slap it back in your face because there can't possibly be anything that's more destructive to the way Doom feels.

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    Brave choice of programming language (and platform).

    Rendering without BSP? I think Doomsday can do this optionally. Used to be crashy if memory serves me. Looking forward to Your implementation.

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    MasterOfPuppets said:

    um, no. something that doesn't look like sugary cereal would be best, IMO.

    What I meant is making the things look like squares with correct sizes without having to put your mouse there. You called the circles icons that's why. Dunno how sugary cereals look, don't explain.

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    I will definitely make an option to show the Thing's square size, and even when not highlighted, because it matters indeed.

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