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ZDBSP for linux?


Sneezy McGlassFace

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Howdy, here's the deal: I want to tip my toe in some UDMF goodness but am using Linux. (I can't believe this is still a problem btw)

So far I've been working in Eureka, great map editor with built-in nodebuilder / node builder, I love it, I love it, I love it. But it doesn't support UDMF. SLADE 3 does support UDMF but doesn't have a nodebuilder.

The ZDBSP binaries I could find are all Windows exe that are no use for me.

 

So either some of you know a guy who knows a guy (probably a bearded fella in a trench coat in some grimy back alley) who's got it, or I just won't build nodes, and make gzdoom build 'em on the go. The latter seems somewhat uncouth but we're not running 200MHz Pentiums any more so it may be just fine, unless I'm Bridgeburner, which I'm not.

 

Thanks for any and all answers

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Because the game can do it by itself on load, quite quickly; so there's very little reason to have a nodebuilder.  But since you're also on Mint, here's an x64 build; if it kills your dog, burns down your house, or makes demons from hell come charging out of a slipgate at you, don't blame me :p

zdbsp.zip

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23 minutes ago, HrnekBezucha said:

Howdy, here's the deal: I want to tip my toe in some UDMF goodness but am using Linux. (I can't believe this is still a problem btw)

So far I've been working in Eureka, great map editor with built-in nodebuilder / node builder, I love it, I love it, I love it. But it doesn't support UDMF. SLADE 3 does support UDMF but doesn't have a nodebuilder.

The ZDBSP binaries I could find are all Windows exe that are no use for me.

 

So either some of you know a guy who knows a guy (probably a bearded fella in a trench coat in some grimy back alley) who's got it, or I just won't build nodes, and make gzdoom build 'em on the go. The latter seems somewhat uncouth but we're not running 200MHz Pentiums any more so it may be just fine, unless I'm Bridgeburner, which I'm not.

 

Thanks for any and all answers

I built it myself from source but would be wary of building it for another machine or distro (Mint here); generic releases probably have various settings in the build that make them generic to all x64 or x86 architectures, etc. However, I do this only to have a complete set of mapping tools for reference, I never use it. When actually mapping for *ZDoom, I always turn off node builders and let the game do it anyway.

Edited by Martin Howe

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@Martin Howe Huh, I didn't even come across the source. But anyway, why do you disable building nodes for *ZDoom? Is there an advantage in not building them? Also Mint, btw, and I'm very new to all this.

Edited by HrnekBezucha

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1 minute ago, Martin Howe said:

Because the game can do it by itself on load, quite quickly; so there's very little reason to have a nodebuilder.  But since you're also on Mint, here's an x64 build; if it kills your dog, burns down your house, or makes demons from hell come charging out of a slipgate at you, don't blame me :p

zdbsp.zip

So it builds them on load? That seems pretty okay, then. I assumed it's struggling to come up with them as you move through the level. I need to make something and see the difference in load time, just out of curiosity.

Thanks a bunch for the link. And Lovecraftian horrors are pretty cool, once you get to know them, we're having some tea on Saturday. Brewed from melting splash screen effect. Delicious.

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