The Ultima Underworld Editor

Produced by: Jonathan Rimmer

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A 2D, DOS-based editor for both Ultima Underworld and Ultima Underworld 2, made by Jonathan Rimmer.

The program may require the DPMI Memory Manager because of the Allegro libraries that were used in its making. And, of course, the utility requires the original data files for Ultima Underworld in order to function. However, it will not work (apparently) with either the GOG or CD releases of the game; the 3.5″ diskette version seems to be required.

7 Responses

  1. KRC says:

    This won’t work with the CD and GOG versions of the game. It’s expecting the disk version.

    • WtF Dragon says:

      That’s unfortunate. I’ll make a note of that.

      • KRC says:

        In the GoG version the game files, in Dosbox, are on the iso-mounted D:\ drive, while the savegame files are on C:\

        Whether running Ultima Underworld or Ultima Underworld 2 in the GoG installed version, the data for both games are present in the .iso.

        Hope that helps.

        • WtF Dragon says:

          That may suggest potential workarounds, but it’s something that I or someone else would have to play with for a while. Good to know, though…it’s a good piece of info to have as a starting point.

  2. KRC says:

    Well it doesn’t work with Ultima Underworld 2 even when I do take the files out and put them in the proper place for it to work.. For some odd reason it demands Ultima Underworld files be in the Ultima Underworld 2 Data directory before it will run. Then it segfaults.

    It probably due to differences in the GoG version. Would have to be rewritten for it. Was worth a shot though. 🙂

    • WtF Dragon says:

      That it was. The GOG version is more up to date than the original diskette version would have been (there was at least one patch released for the game), and the utility may not be able to handle something that was changed/updated.

      • Khedoros says:

        There are some of the 3d models stored actually inside the executables, and they’re in different places in each version of the game. If the utility just has hard-coded locations for the models, it would probably be trying to interpret program data as model data. That might explain the crashes. That’s close to the only major thing that changed between releases that I know of.

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