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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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    Something I'd like to see in an editor is an extension of Doom Builders "find" and "find and replace" abilities that work across all the levels in a multi level wad (or maybe even allowing the user to select which map(s) they want included). Even being able to only do it on the currently open map has saved me considerable time when mapping in the past.

    Though I obviously don't know just how pratical such a feature would be to code and you could just say "have your resources completely laid out before you begin building a multi level wad".

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    dunno if it has been said already, but it would be awesome if it had a feature where two people could work on a level through internet connection madness. kinda like what the original doom editor had.

    maybe thats too much? :)

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    It's be nice if DB recognised "in HeXen format" special 121 in its own right, so that line ids also have "search/replace" and "next unused".

    After all, the lineid special is actually an abuse of line specials by ZDoom to achieve an effect that really ought to have been in the HeXen map format anyway - line tags.

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    Yeah, Raven wanted to save an insignificant amount of memory and created this mess. :(

    However, shouldn't any tag search look for all uses of a tag/line id - meaning also those where a tag is referenced instead of defined?

    And BTW, there's a few other line specials that also can define line IDs.

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    MasterOfPuppets said:

    oh, I've just remembered something.

    some of us have mice with 4-6 buttons, but currently we cannot bind these buttons in doom builder. I recall there being some technical reason why it was not possible, but perhaps this feature could be implemented into DB2? not a grave demand, it would just be nice.


    using your proprietary mouse drivers (intellimouse for MS, mouseware for Logitech, etc...) you can assign a key or a key combo (like ctrl+key) to your extra mouse buttons.

    this way you can use all your extra buttons for all the apps and games you want ...

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    I was working on a map tonight for the first time in forever, and I actually imagined a new feature that would be really nice to have in Doom Builder. After thinking of what it should be able to do, I realized that it was a whole lot like the "Make Sector" of WADED fame, so let's call it "Make Sector".

    Basically, what this "Make Sector" tool does is that it allows me to click into the center of a space closed by lines and turn it into a sector. This would mainly have three uses:

    1. Creating a sector from an 'island void'. You know how you can highlight a sector, hit delete, and turn it into an island void? Kind of like that, but in reverse.

    2. Forcing the creation of two distinct sectors after a fubar'ed split. If I'm doing a lot of sector splitting, usually somehow or another I get one sector that is split across two completely different places and is separated by the sector I just created in between them. It is possible to fix, of course, by using the line tool and 'tracing' over one of the two (or even more) separate sections of the sector, but with "Make Sector" I would simply click inside of one of the separate sections and "Make Sector" would turn that into its own distinct sector.

    3. Automated Sector repair. Basically a more extreme version of two. I'm sure we've all run into problems where somehow or another there will be an extraneous line somewhere that has its front or back side assigned to the wrong sector, and makes things look funky. You could of course try to utilize repair option #2, or you could redo the sidedef sector assignments by hand, but that's not very easy for a newbie to grasp. Much easier to simply click 'make sector' in all of the sectors bordering the 'stray lines' and have Doom Builder automatically reassign the appropriate sidedef properties.

    Comedy Option. Break dummy sectors. This isn't exactly a use, but if you clicked 'make sector' inside of a sector that made use of a dummy sector or a dummy sector itself, it would separate the dummy from its parent or vice versa since it would create an all new sector.

    Boring Option. If used on a 'normal' sector, it would 'create' a new sector with the exact same specifications and exact same boundaries as the old one, and would have no visible effect.

    Make any sense?

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    AlexMax said:

    I was working on a map tonight for the first time in forever, and I actually imagined a new feature that would be really nice to have in Doom Builder. After thinking of what it should be able to do, I realized that it was a whole lot like the "Make Sector" of WADED fame, so let's call it "Make Sector".

    Basically, what this "Make Sector" tool does is that it allows me to click into the center of a space closed by lines and turn it into a sector.

    Slade 2 has this, and I already asked CodeImp to put it in DB2. Unless he's changed his mind since I talked to him, it's planned :)

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    Codeimp, I just want to give you more encouragement dude! It amazes me - every time I throw 'doom' to the side, people like you remind me of WHY it is so important. Don't be swayed by what anyone says - keep up the awesome work!

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    I don't know how stupid or redundant this may sound, because I'm still a noob when it comes to working with non-vanilla doom textures (like how to put them INTO your own wad - XWE doesn't like me). But my suggestion is to have a customizable texture library or database (on one's PC/as a feature of DB2, not just somewhere on the internet) where you can store or rename textures compiled from other wads, and then draw them from there to use yourself (with permissions of course) in which case DB2 would then add those specific textures used into that specific wad when it's done. That way you could have the option of viewing/using any texture whatsoever when you're working on a wad (except what to do about textures that replace other ones with same name?) but when you save the wad it would only save the textures actually used in that wad.

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    @codeimp: how's this shaping up btw? its been a while since a progress update, anything to report?

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    Im not sure about this but its my best shot... (noob)
    I thought about maby having a monster from doom but modded a bit.
    I have a picture of a modded cacodemon i call the baron-of-caco
    i donno how to upload photos cause im a noob but my e-mails'
    the_super_gamer_man@yahoo.com (dont ask)

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    croud control said:

    Im not sure about this but its my best shot... (noob)
    I thought about maby having a monster from doom but modded a bit.
    I have a picture of a modded cacodemon i call the baron-of-caco
    i donno how to upload photos cause im a noob but my e-mails'
    the_super_gamer_man@yahoo.com (dont ask)

    What does that have to do with DoomBuilder? It's a map editor, not a port or a megawad or something like that.

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    Oh, if that's the case...croud control, I'd like to direct your attention to http://www.imageshack.us/. You can upload your picture of the icon there (not sure if it supports actual .ico images, though) and then it should spit out a link. Just insert that link inbetween some image tags...

    [img ]insert url here[/img]
    ...and it should appear on your next post :D. Which reminds me, I have an old icon I made, I should send it to CodeImp to see if he likes it.

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    Doom Builder 2 is progressing nicely, although there is still a lot to be done. Problem is that I don't have that much time like I had before when I wrote Doom Builder 1 :( But I haven't given up yet.

    I'm sorry to disappoint you, croud control, but I already have a logo by now. Actually everything is covered as far as I can see at this point.

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    I saw that port like eternity have a vpo warning but wouild it be possible to calculate the number of plane in 3D mode(at camera position) even though 3D mode in doom builder is rendered differently.
    I know I have already asked something similar but this time
    from the camera view.

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    CodeImp said:

    I'm sorry to disappoint you, croud control, but I already have a logo by now.

    may we be able to see it? or do you want to surprise us later?

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    looks like pastels. pretty cool. not what I was expecting (especially for software - I guess I had expectations of something more techy). but it is a fine logo nonetheless.

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