Depending on your linux distribution, the method may change, but basically you'll need :
If your distribution doesn't offer a msbuild package, it's recommended to follow these instructions : https://www.mono-project.com/download/stable/#download-lin
The UDB repository is : https://github.com/UltimateDoomBuilder/UltimateDoomBuilder
You have to get all those files. So click on the green "Code" button.
Either
git clone https://github.com/UltimateDoomBuilder/UltimateDoomBuilder.git
in a terminal.Open a terminal and go to the folder where you have the sources.
You'll need to type make
to compile UDB. If you installed all the requirements properly, UDB will compile successfully inside the Build folder.
Use ./builder
to start it.
First add the DRD Team repository :
sudo wget -P /etc/apt/sources.list.d https://debian.drdteam.org/drdteam-$(dpkg --print-architecture).sources
sudo apt update
If that doesn't work, remove the line deb [signed-by=/etc/apt/keyrings/drdteam.gpg] http://debian.drdteam.org/ stable multiverse
from your /etc/apt/sources.list file if it's in there.
Then follow the instructions there instead : https://debian.drdteam.org/
Then
sudo apt update && sudo apt install slade
Slade is installed.
If it doesn't start and mentions errors regarding lua try this :
sudo apt install liblua5.4 liblua5.4-dev
Note : if Slade is acting up... it might be caused by wayland ! Luckily, if you go to the options and disable the startup page... somehow it helps ! You can also switch to X11 if need be.
It's the same method for both.
Their source code repositories are https://github.com/ZDoom/zdbsp/ and https://github.com/ZDoom/acc/
For both, the method is :
Then
mkdir build
cd build
cmake ..
make
For both, you'll then have in the build
folder the executable you compile (acc
and zdbsp
).
Make a copy into the "UltimateDoomBuilder/Build" folder from UDB that we used earlier, where we have the builder
UDB executable.
Then, you'll need a .cfg file for both of those.
In UltimateDoomBuilder/Build/Compilers/ZDoom/acc.cfg, edit the "program" line to match the location where you have the compiled executable for acc
compilers
{
// This defines what files a compiler uses
// The setting named "program" defines what .exe to run
// The "interface" setting defines what interal interface to use for processing and error feedback
// All others are the required files (the setting names do not matter)
zdoom_acc
{
interface = "AccCompiler";
program = "/home/cbm/Documents/acc/acc";
zcommon = "zcommon.acs";
zdefs = "zdefs.acs";
zspecial = "zspecial.acs";
zwvars = "zwvars.acs";
}
}
in UltimateDoomBuilder/Build/Compilers/Nodebuilders/zdbsp.cfg, edit the "program" line to match the location where you have the compiled executable for zdbsp
compilers
{
// This defines what files a compiler uses
// The setting named "program" defines what .exe to run
zdbsp
{
interface = "NodesCompiler";
program = "/home/cbm/Documents/zdbsp/zdbsp/zdbsp";
}
}
nodebuilders
{
zdbsp_normal
{
title = "ZDBSP - Normal (no reject)";
compiler = "zdbsp";
parameters = "-c -o%FO %FI";
// -c adds comment indices in UDMF format. This is not documented in the ZDBSP usage.
}
zdbsp_udmf_normal
{
title = "ZDBSP - UDMF Normal (no reject)";
compiler = "zdbsp";
parameters = "-c -X -o%FO %FI";
// -c adds comment indices in UDMF format. This is not documented in the ZDBSP usage.
}
zdbsp_fast
{
title = "ZDBSP - Normal (zero reject)";
compiler = "zdbsp";
parameters = "-R -o%FO %FI";
}
zdbsp_udmf_fast
{
title = "ZDBSP - UDMF Normal (zero reject)";
compiler = "zdbsp";
parameters = "-R -X -o%FO %FI";
}
zdbsp_compressed
{
title = "ZDBSP - Compress nodes";
compiler = "zdbsp";
parameters = "-z -o%FO %FI";
}
zdbsp_udmf_compressed
{
title = "ZDBSP - Compress nodes (UDMF)";
compiler = "zdbsp";
parameters = "-z -X -o%FO %FI";
}
zdbsp_udmf_compressed_huge
{
title = "ZDBSP - Compress nodes (UDMF) (Large Maps)";
compiler = "zdbsp";
parameters = "-z -X -s016 -p128 -d032 -G -5 -o%FO %FI";
}
}
Note that unlike the windows version of UDB, you'll have to compile your script manually in the script editor on linux.
When you have the script editor window opened, there's a lightning icon and the top right, that will compile your script !