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Dreamed features in editors


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21 minutes ago, Jaska said:

 

Yeah, I kind a avoid polyobjects. Sector portals too are quite unintuitive, I just copy/paste them from template and change tags etc.

 

I think you mean the old method of sloping which was just pain. You can slope, build arches etc. very nicely on Ultimate doom builder.

 

Just go to controls (F5 -> controls) bind "Toggle visual sidedef slope picking" where ever you want to. Then you can slope on visual mode just by pressing that and scolling by mouse.

 

Also try "arch between slope handles" just make few sectors, select 2 farthest handles and there you go.

 

There is this tutorial to it also:
https://www.youtube.com/watch?v=dioG0P0ywJo

 

oh i'm aware of the new method of sloping and use it a lot, by saner sloped 3d floors i mean being able to slope 3d floors normally instead of this weird thing it does 

(bad mspaint drawing attached as "explanation", it kind of "projects" the angle from the dummy sector into the slope which is unwieldy and hard to figure out (i only knew this because someone showed it on a stream))

image.png

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  • 3 weeks later...
On 5/21/2023 at 4:27 PM, Arsinikk said:

I think this has been asked for before, I cannot tell you how much time I would save if I could directly reorder linedefs and things directly from within Ultimate Doom Builder.

 

As of R4060 this is possible.

 

 

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1 hour ago, boris said:

As of R4060 this is possible.

This is super cool! Thanks for implementing this in.

I haven't had much time to directly test it, but the vid you provided does a great job of showcasing how useful the feature is regarding numeric actions.

 

 

Since this is a thread about "Dreamed features in editors", I'd be remiss to not mention a wish for a modern equivalent of RMB (a DOS reject map builder with special effect support). From my search, there really isn't a modern tool that can allow for custom reject table editing (at least with a GUI). It'd be really cool to have a modern tool that could allow users to remove or add certain sectors of the reject table (so that monsters wouldn't be able to "see" the player in those sectors) via a visual aid of a Doom Builder-like GUI. Sadly I'm not really a programmer myself, so I don't really have the skills or knowhow to how difficult it would be to make that.

Edited by Arsinikk

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Over the years many features found in Deepsea were included in GZDB/GZDBBF.

One such feature I would gladly see in UDB is the way how Deepsea shows the

levels not only as a numerical list but also visually

 

J2Tugs9.gif

Edited by Kappes Buur

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I have not used UDB for quite a long time, so maybe this is different now, but I remember the visplane explorer not being entirely accurate, in the sense that I couldn't see any places with visplane overflows when they definitely existed in the map. Idk if that is "fixable," tho.

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In Ultimate Doombuilder:

 

- Hotkeys for moving floors/ceilings by 64 map units. I feel like that's the missing option between 1, 8 and 128 units.

- A second set of hotkeys (or a toggle) for moving floors/ceilings while automatically adjusting texture offsets, so that the walls stay the same.

- A toggle that allows for automatic texture offset adjustments when deleting a vertex if the line's angle doesn't change, so that again the walls don't get messed up.

 

- Customizable hotkeys for launching the game with user-defined parameters (-nomonsters would be the most useful).

- User-defined game configurations (EDIT: You can actually do that by adding new cfg files in the Configurations folder).

- A customizable path for backups and dbs files, so that they don't clutter up your main folder.

 

I'm sure I have more of these, but I always think of them while mapping and forget them afterwards so I'll have to write them down. BTW I think Doombuilder is the bee's knees, just wanted to say for the record :p

Edited by sq. Tiramisu

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12 hours ago, sq. Tiramisu said:

- Hotkeys for moving floors/ceilings by 64 map units. I feel like that's the missing option between 1, 8 and 128 units.

There are actions to raise/lower by grid size

 

12 hours ago, sq. Tiramisu said:

- A second set of hotkeys (or a toggle) for moving floors/ceilings while automatically adjusting texture offsets, so that the walls stay the same.

Sounds like a job for upper/lower unpegged?

 

12 hours ago, sq. Tiramisu said:

- A toggle that allows for automatic texture offset adjustments when deleting a vertex if the line's angle doesn't change, so that again the walls don't get messed up.

How would it be supposed to know the "correct" offset? Also instead of deleting the vertex you can drag it on one of the other vertices to give you a bit more control over which linedef survives.

 

12 hours ago, sq. Tiramisu said:

- Customizable hotkeys for launching the game with user-defined parameters (-nomonsters would be the most useful).

Well, you can already select -nomonsters from the test map drop down button. There you can also enter any other parameter you want.

 

12 hours ago, sq. Tiramisu said:

- User-defined game configurations, to allow for defining different IWADS such as Freedoom or total conversions.

Really now? That's been possible since the very beginning.

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5 hours ago, boris said:

There are actions to raise/lower by grid size

I know, but I don't want to have to change the grid size each time. It just seems weird to me that there's no option for 64 map units, when so many textures are 64 pixels tall. EDIT: I don't mean literally 64 pixels tall, just a lot of the 128 pixel tall ones are made up of two 64 pixel segments, take COMPWERD for example

 

5 hours ago, boris said:

Sounds like a job for upper/lower unpegged?

Unless I'm doing something wrong, setting lower unpegged already messes up the texture alignment to begin with. I guess it would be nice to not have to worry about texture alignment at all when changing floor/ceiling height...

 

EDIT: Just to be more clear, this wouldn't have to be an all-inclusive function that covers every possible scenario, pretty much just a simple toggle to keep middle textures in place while moving floors and ceilings would be enough (especially the ceilings because that's the most common case where I want to raise part of a ceiling and have to manually shift the textures down afterwards). Unpegging works too, but like I said it sometimes messes up the alignment on its own, and then the middle textures are still pegged to the floor, so it's not an ideal solution.

 

5 hours ago, boris said:

How would it be supposed to know the "correct" offset? Also instead of deleting the vertex you can drag it on one of the other vertices to give you a bit more control over which linedef survives.

I didn't think this one through, I guess it would only work if the textures are already perfectly aligned to begin with. Still, it's good to know about the dragging thing, it didn't occur to me that I could do that really!

 

5 hours ago, boris said:

Well, you can already select -nomonsters from the test map drop down button. There you can also enter any other parameter you want.

I could do it from there, but a separate hotkey would be far more useful than having to type/delete the parameters each time.

 

5 hours ago, boris said:

Really now? That's been possible since the very beginning.

Really? Where, if I might ask? I know there's a whole bunch of predefined configurations in the menu that you can define iwads/sourceports for, but can you add completely new ones to that? EDIT: Nevermind I just found them, they're in Doombuilder's "Configurations" folder, you can add your own cfg files and they'll show up in the editor. :)

Edited by sq. Tiramisu

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I wish there was a easy way to add a colored tint to certain areas. like lets say you could have a red tint in a fiery hell enviroment

 

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re: background images.

 

I have used it to success, but its functionality could be improved. Being able to select the image and then scale it by hand so that you can fit it over the grid quickly without fiddling with the tool box values.

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A setting for gameplay testing that can temporarily move the player start (or just add a new one, leaving existing ones as voodoo dolls) to a given location and give a 'loadout' (basically placing whatever items and keys right at this temporary player start) so a mapper can test scenarios mid-map; the idea is that the things placed for this will be for the compiled test map only and the change immediately reverted so they don't persist.

I don't know if I worded that correctly, but it would be nice to be able to, say, test the last fight of a map with just two keys and a shotgun and rocket launcher with about 20 ammo for each, etc.

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6 minutes ago, Jayextee said:

A setting for gameplay testing that can temporarily move the player start (or just add a new one, leaving existing ones as voodoo dolls) to a given location and give a 'loadout' (basically placing whatever items and keys right at this temporary player start) so a mapper can test scenarios mid-map; the idea is that the things placed for this will be for the compiled test map only and the change immediately reverted so they don't persist.

I don't know if I worded that correctly, but it would be nice to be able to, say, test the last fight of a map with just two keys and a shotgun and rocket launcher with about 20 ammo for each, etc.

 

If you press ctrl+f9 in udb, you will test your map starting where your mouse was placed :) 

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Once more this is the topic of features we didn't know existed. But a loadout option would be nice.

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  • 4 weeks later...

Some additional quality of life support for DeHackEd in map editors, such as reflecting DeHackEd color translation so that my Imp variants aren’t all green and allowing you to change which Thing category your DeHackEd creations show up in like you can with ZScript.

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7 hours ago, Faceman2000 said:

and allowing you to change which Thing category your DeHackEd creations show up in like you can with ZScript.

 

You can do that already, see this post. DECOHack also supports this, see here. Doesn't look like @exl added it to WhackEd yet.

 

3 hours ago, BeachThunder said:

In UDB: I think it'd be really handy if the button for flipping linedefs also flipped the direction of Things (i.e. rotated by 180).

 

You can rotate things with Ctrl+Shift+Mouse Wheel. Scrolling 4 notches on the wheel rotates by 180°. Alternatively you can easily implement an immediate 180° turn yourself in UDBScript.

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  • 2 weeks later...

Ok sorry for the bump, but just a thought. What about rotation of the textures on the walls, in software engines its impossible yes. What about GZdoom, we already can rotate flats textures, is it REALLY that impossible for the walls? We can strech them, mirror flip them etc. Honestly wall texture rotation is the one of the few roadblocks for Gzdoom-udmf mapping.Yea we can export/import terrain as models and do stuff there but still. Food for thought

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