About UDMF!

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
[Home] [Download] [Git builds (Win)] [Git builds (Mac)] [Wiki] [Repo] [Bugs&Suggestions]

Moderator: Graf Zahl

Locked
User avatar
Logan MTM
Posts: 179
Joined: Wed Jan 04, 2006 2:52
Location: Rio de Janeiro - BRAZIL
Contact:

About UDMF!

Post by Logan MTM »

OMG!

I can't make anything on this format. What am i doing wrong guys? ^^'
I tried to make a simple action 210: Tranfer Floor Brightness but i failed.
Also, all Dynamic Lights doesn't work.
I think i miss some information about this format.

Somebody help me please. :mrgreen:

GZDoom_UDMF
UDMF_Test1.zip
(1.12 KiB) Downloaded 68 times
So as you read this know my friends I'd love to stay with you all.
Please smile when you think of me. My body's gone that's all...
User avatar
Logan MTM
Posts: 179
Joined: Wed Jan 04, 2006 2:52
Location: Rio de Janeiro - BRAZIL
Contact:

Re: About UDMF!

Post by Logan MTM »

Bad english?

I can't make a simple Door. :(
So as you read this know my friends I'd love to stay with you all.
Please smile when you think of me. My body's gone that's all...
User avatar
Logan MTM
Posts: 179
Joined: Wed Jan 04, 2006 2:52
Location: Rio de Janeiro - BRAZIL
Contact:

Re: About UDMF!

Post by Logan MTM »

Please, i beg you guys... little help here...

- DoorRaise + When Player Press Use = NOTHING
- DoorRaise + When Player Walk Over = NOTHING
- ExitNormal + When Player Press Use = NOTHING
UDMF_Test.zip
(1.27 KiB) Downloaded 82 times
So as you read this know my friends I'd love to stay with you all.
Please smile when you think of me. My body's gone that's all...
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Re: About UDMF!

Post by Enjay »

Nice WAD name. ;)

I really don't know what to say. I've looked at both of your test maps and I can't see what is wrong with them. However, I'm really not that familiar with DB2 so perhaps obvious problems are just not jumping out at me. I made a small test map similar to yours with a few line actions, sector tags and so on and everything worked as I expected. :dunno:
Attachments
udmf.zip
(5.69 KiB) Downloaded 73 times
User avatar
NeoHippo
Posts: 408
Joined: Tue Sep 13, 2005 0:47
Location: British Columbia Canada

Re: About UDMF!

Post by NeoHippo »

First off, DB2 does not recognize the map when I select your, or TaBaR's, GZDoom UDMF configuration.
When I select the ZDoom (Doom in UDMF format) configuration, which comes with DB2, it is recognized.

Once the map is loaded, something odd is going on. As is, the map comes up in test mode but neither
the door nor the exit will work. However, after opening the dialog for each trigger linedef and pressing
'OK', it all works. Then saving it, I used 'save as' with a new name, and reloading it, the map works right
out of the box.

Probably there is something wrong with the GZDoom UDMF file, if that is what you used to make the map.
User avatar
Logan MTM
Posts: 179
Joined: Wed Jan 04, 2006 2:52
Location: Rio de Janeiro - BRAZIL
Contact:

Re: About UDMF!

Post by Logan MTM »

Hmmm...

Yeah! There is something wrong with GZDoom config. :(

I did my own GZDoom UDMF config for DB2 and downloaded the config from DB forum. Bouth doesn't work.
Just what i did was add the Dynamic Lights.
ZDoom (Doom in UDMF format) seems to work. Thing Actions like "Grab the Shotgun and 4 spawned Imps" still doing nothing. :/
So as you read this know my friends I'd love to stay with you all.
Please smile when you think of me. My body's gone that's all...
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Re: About UDMF!

Post by Graf Zahl »

Of course it does not work. Someone clearly has not read the UDMF specs:

This is the first line:

namespace = "gzdoom";

Problem: There is no 'gzdoom' namespace! This is not meant to be a port identifier. It's an UDMF language feature set identifier (read: available UDMF keywords, not available line specials/thing types), nothing more - and GZDoom does not add anything here, neither does Skulltag. Maps for both ports still need to identify as 'ZDoom' format.

As a result the parser reverts to 'safe mode' and parses the map with UDMF's base set for the current game which in this case is the 'Doom' namespace. You could have found that out by having one look at the console after map load. The message was clearly obvious.
User avatar
Enjay
Developer
Developer
Posts: 4748
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Re: About UDMF!

Post by Enjay »

MAP01 - entryway

Unknown namespace gzdoom. Using defaults for Doom
Well, there it is right enough. :)
User avatar
Logan MTM
Posts: 179
Joined: Wed Jan 04, 2006 2:52
Location: Rio de Janeiro - BRAZIL
Contact:

Re: About UDMF!

Post by Logan MTM »

Awesome! :)
So as you read this know my friends I'd love to stay with you all.
Please smile when you think of me. My body's gone that's all...
Locked

Return to “GZDoom”