Gez Posted October 6, 2009 I'm a bit surprised this doesn't get more comments. Anyway, for testing ZDoom mods, I'd recommend things like TUTNT or Demon Eclipse. 0 Share this post Link to post
z34chris Posted December 19, 2009 I would like to continue work on this, but was wondering if someone would like to pick this up? Mostly, the only advantage this utility has, is that someone can create a non doombuilder map and still produce a UDMF wad with the related features albeit it being the hard way. 0 Share this post Link to post
Enjay Posted December 19, 2009 z34chris said:I would like to continue work on this Please do. :) 0 Share this post Link to post
z34chris Posted December 24, 2009 I am currently working on graphics and sound support for converted wad files. This means that while converting maps from the binary format to the universal format, additional data such as music, sounds and graphics will also be copied over so that the converted map will be fully functional. If you have any comments, you know what to do. 0 Share this post Link to post
Gez Posted January 29, 2010 Just a pointer, I discovered recently that Plane_Align has a lineid parameter as well, so it should be handled like the handful of others that do. See ZDoom wiki for more information. 0 Share this post Link to post
CodeImp Posted August 16, 2010 Completely missed this topic! This is a good utility. What is its current status? And can you host it in a more reliable place than this file upload website? I'm willing to add this on the Utilities page if you can find a better host. 0 Share this post Link to post
z34chris Posted September 3, 2010 Sorry for the late response: The current status is that it may need more beta testing, and more features need to be added. For the most part, it takes a standard doom wad and turns it into a UDMF one. I can put some time back into this if you are interested. From here, you know the drill. 0 Share this post Link to post
z34chris Posted September 20, 2010 This program is now located under the utilities area here at doomworld. Updates are on their way 0 Share this post Link to post
Gez Posted September 20, 2010 Good that it has found a home, in a way. Li'l snafu in the readme:Version 0.3.2 beta August 30, 2009 what works: *polyobjects what may not work: *zdoom specific stuff *polyobjectsThey work or they don't? ;) 0 Share this post Link to post
z34chris Posted September 20, 2010 Ill take a look :) run the zdoom demo wad through it. Its been a while since I updated this and do not know if it copies over the other lumps like graphics and music. That was the last thing I remember working on since I had most of the map converting taken care of. I need a new readme as well. 0 Share this post Link to post
z34chris Posted October 11, 2010 My future plans for the converter are to give it a graphical user interface in addition to the console interface mostly because I do not believe a lot of folks are up to using a console program :) I am also going to put some more work into the program so that 'everything' works instead of having 'most everything' working. If anyone has any ideas for the program, then send them my way. 0 Share this post Link to post
Gez Posted October 11, 2010 Speaking of graphical interfaces... I'd like to include a map converter in SLADE3, so if you want we could try integrating yours. What do you think? 0 Share this post Link to post
z34chris Posted October 12, 2010 That sounds great, I would be more than interested to offer my services in this area. Keep me posted 0 Share this post Link to post
z34chris Posted December 30, 2010 I have released wad2udmf 0.3.6 beta at this link --> http://www.atomicgamer.com/file.php?id=89332 send me a message if any fixes need to be made as I am always updating this program 0 Share this post Link to post
Sigvatr Posted December 30, 2010 Are you planning on making this open source? 0 Share this post Link to post
z34chris Posted December 30, 2010 umm, maybe. lets talk more about this. going open source would help with bug fixes and such every time zdoom is updated. I don't intend on a flame war or anything erupting from that comment as I am only pointing out a fact of life when it comes to programming :) 0 Share this post Link to post
z34chris Posted March 30, 2011 Okay, here it is http://mypage.iu.edu/~cfreund and click on the wad2udmf section. 0 Share this post Link to post
Enjay Posted December 29, 2011 I realise that the thread is old but, if bugs/comments are still required, this seems to be the best place to post. On using Version 0.3.6 beta (which I *think* is the most recent) I noticed in a map that had been converted from a ZDoomHexen format map that a bunch of lines that used to be activated by shooting them had changed to the "player uses line" type of activation. 0 Share this post Link to post
z34chris Posted January 3, 2012 hmmm, sounds funky, I'll check into it. Thanks for the info :) 0 Share this post Link to post
z34chris Posted January 10, 2012 I got it fixed and will have it uploaded soon. I will spare the details but if you look at how the different bit fields are organized for the line trigger types you will see how I had a time trying to work that one out. Its in this folder http://www.atomicgamer.com/directory.php?id=63930 0 Share this post Link to post
z34chris Posted February 1, 2012 Has anyone tested this program under Windows 7? I need to figure out how to make an executable for Windows 7 if that becomes the case. Also, are gzdoom, or hexen or heretic maps working or not working? Have any other minor program errors turned up? 0 Share this post Link to post