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PrBoom and editing -- NewBQ [Solved]


jadedrakerider

Question

I have been scouring the internet for the last couple days and have not been able to discern the answer. I think I am failing to articulate the question. I apologize if the

 

Can somebody please point me in the direction of a guide to editing levels for PrBoom in DoomBuilder 2? I want to use a PrBoom port on Android because that has the best VR in that ecosystem at the moment (in my opinion, yes better than all the prettier younger ones).

 

Alternately, is there a better WAD editor for PrBoom? I was doing some nifty things in GZDoom with UMDF to do with light and transparencies. I am pretty sure I read in the PrBoom documentation that it supports both of those things I was doing in GZDoom.

 

I have been using DoomBuilder2 and the UMDF format has a lovely interface for changing lights, but that is all taken away when I am in the BOOM format. Am I missing something fundamental?

 

Total newb question, I prostrate myself before you all.

Edited by jadedrakerider
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Yes, Doom map format is much more limited than UDMF, and classic ports like PrBoom support much less features than advanced ports like GZDoom. Their advantages are simplicity and compatibility rather than feature-richness.

 

It doesn't matter which editor you use. Editor doesn't determine which game features are available, that's solely a matter of the target source port. Doom map format is supported by all Doom map editors.

Edited by scifista42

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8 minutes ago, scifista42 said:

Yes, Doom map format is much more limited than UDMF, and classic ports like PrBoom support much less features than advanced ports like GZDoom. Their advantages are simplicity and compatibility rather than feature-richness.

Thank you for taking the time to help. :)

 

So PrBoom is meant to be old school. Got it. UDMF is the one with all the fancy tricks. That explains why I could not find the material online.

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