sirjuddington / slade Goto Github PK
View Code? Open in Web Editor NEWIt's a Doom editor
Home Page: https://slade.mancubus.net
License: GNU General Public License v2.0
It's a Doom editor
Home Page: https://slade.mancubus.net
License: GNU General Public License v2.0
"Aspect ratio correction" checkbox in the graphic view pane should not affect flats because they aren't stretched vertically in game.
At least what I could find.
I'm using this: https://gist.github.com/anonymous/8135456 and #including it from doom1 and doom2 configs, but ofc this is unacceptable for you.
Gfx in GfxEntryPanel don't update when modified via conversion or mass offset edit
Using Ubuntu 13.04 64-bit using the packages I build on drdteam (which i just updated to the latest git as of this writing), the entry contents panel doesn't update when scrolling through the graphics. I need to hover my mouse over the graphic for it to update most of the time.
I've tried updating the statically linked wxWidgets to the latest SVN but there appears to be no change.
The other day I opened cc4-tex.wad in the TEXTURE Editor to have a look at the texture COMPTIL2.
There are a lot of lumps and not sorted alphabetically. Just staying with the C key scrolled the lumps down too fast. It was a bit troublesome to find.
Could there be a search function for texture names, similar to the Filter function on the Entries display?
See thread. The crash itself is avoided now, but the underlying cause is not solved; and the map still causes a freeze when exploring it in 3D mode.
On Linux or oddly configured OS X systems. It is possible that non-vswap wolfenstein 3d archives can not be opened. This is because Slade expects all files to be named in upper case. The proper solution would be to get the list of files in the directory and then do a manual insensitive search (like ECWolf does).
If that solution is deemed too complex, better error reporting would be desirable as well as at least supporting all lower case.
It's annoying to have to write down the color used when you're recoloring multiple rotations...
Apparent most with the latest SVN versions and the builds. Works fine with Slade 3.0.2. Does force one to be very cautious with editing.
When you undo an action in the map editor, it'll still show the action as having been done. Hovering over where the {vertex|line|sector|thing} is will show the hilight glow properly, but until you move it, it'll display in the spot where it was pre-undo.
One nice touch would to be able to contract scripts and actors down to just a writable title so that you can limit how much is actually displayed when trying to get through a lot of code.
Next to each actor or script start could have a small box off to the left with a minus that contracts the related code down, then the box changes to a plus to allow it to contract. If you have tons of actors, to contract it down to just a few lines would be amazing convenience.
Nothing of huge importance but a nice touch.
Due to how sometimes the previous versions had a memory leak I found these spammed everywhere a really long time ago. Note that there's an extra "space" of sorts when you select a certain portion of the title, and then use shift + left arrow (just drag your mouse over it with the cursor to start off with), you'll see it takes two times to go over them.
It will cause the entries to automatically be saved as markers with 0 bytes, erasing everything inside of them. This is just DECORATE editing too.
If you select multiple PNG entries to optimize and don't have paths to the PNG tools set up (which can happen if you have different versions of SLADE installed), it displays the error for each entry rather than just once.
If you reduce the window size so that the toolbar goes on two (or more) lines, then extend it back to its original size so that the toolbar icons all go on a single line again, the toolbar's vertical range does not shrink back to a single line.
Ubuntu 13.04 64-bit, nothing special about the setup. Happy to provide additional info if needed.
error log:
[ 3%] Built target bz2
Linking CXX executable ../slade
CMakeFiles/slade.dir/ActionSpecialDialog.o: In function ActionSpecialTreeView::onItemEdit(wxDataViewEvent&)': ActionSpecialDialog.cpp:(.text+0x0): multiple definition of
ActionSpecialTreeView::onItemEdit(wxDataViewEvent&)'
CMakeFiles/slade.dir/ActionSpecialTreeView.o:ActionSpecialTreeView.cpp:(.text+0x0): first defined here
CMakeFiles/slade.dir/ActionSpecialDialog.o: In function ActionSpecialTreeView::onItemActivated(wxDataViewEvent&)': ActionSpecialDialog.cpp:(.text+0x10): multiple definition of
ActionSpecialTreeView::onItemActivated(wxDataViewEvent&)'
CMakeFiles/slade.dir/ActionSpecialTreeView.o:ActionSpecialTreeView.cpp:(.text+0x10): first defined here
CMakeFiles/slade.dir/ActionSpecialDialog.o: In function ActionSpecialTreeView::~ActionSpecialTreeView()': ActionSpecialDialog.cpp:(.text+0x70): multiple definition of
ActionSpecialTreeView::~ActionSpecialTreeView()'
CMakeFiles/slade.dir/ActionSpecialTreeView.o:ActionSpecialTreeView.cpp:(.text+0x40): first defined here
CMakeFiles/slade.dir/ActionSpecialDialog.o: In function ActionSpecialTreeView::~ActionSpecialTreeView()': ActionSpecialDialog.cpp:(.text+0x70): multiple definition of
ActionSpecialTreeView::~ActionSpecialTreeView()'
CMakeFiles/slade.dir/ActionSpecialTreeView.o:ActionSpecialTreeView.cpp:(.text+0x40): first defined here
CMakeFiles/slade.dir/ActionSpecialDialog.o: In function non-virtual thunk to ActionSpecialTreeView::~ActionSpecialTreeView()': ActionSpecialDialog.cpp:(.text+0x120): multiple definition of
non-virtual thunk to ActionSpecialTreeView::~ActionSpecialTreeView()'
CMakeFiles/slade.dir/ActionSpecialTreeView.o:ActionSpecialTreeView.cpp:(.text+0xf0): first defined here
CMakeFiles/slade.dir/ActionSpecialDialog.o: In function ActionSpecialTreeView::~ActionSpecialTreeView()': ActionSpecialDialog.cpp:(.text+0x130): multiple definition of
ActionSpecialTreeView::~ActionSpecialTreeView()'
CMakeFiles/slade.dir/ActionSpecialTreeView.o:ActionSpecialTreeView.cpp:(.text+0x100): first defined here
CMakeFiles/slade.dir/ActionSpecialDialog.o: In function non-virtual thunk to ActionSpecialTreeView::~ActionSpecialTreeView()': ActionSpecialDialog.cpp:(.text+0x1f0): multiple definition of
non-virtual thunk to ActionSpecialTreeView::~ActionSpecialTreeView()'
CMakeFiles/slade.dir/ActionSpecialTreeView.o:ActionSpecialTreeView.cpp:(.text+0x1c0): first defined here
CMakeFiles/slade.dir/ActionSpecialDialog.o: In function ActionSpecialTreeView::specialNumber(wxDataViewItem)': ActionSpecialDialog.cpp:(.text+0x200): multiple definition of
ActionSpecialTreeView::specialNumber(wxDataViewItem)'
CMakeFiles/slade.dir/ActionSpecialTreeView.o:ActionSpecialTreeView.cpp:(.text+0x1d0): first defined here
CMakeFiles/slade.dir/ActionSpecialDialog.o: In function ActionSpecialTreeView::showSpecial(int)': ActionSpecialDialog.cpp:(.text+0x300): multiple definition of
ActionSpecialTreeView::showSpecial(int)'
CMakeFiles/slade.dir/ActionSpecialTreeView.o:ActionSpecialTreeView.cpp:(.text+0x2d0): first defined here
CMakeFiles/slade.dir/ActionSpecialDialog.o: In function ActionSpecialTreeView::selectedSpecial()': ActionSpecialDialog.cpp:(.text+0x530): multiple definition of
ActionSpecialTreeView::selectedSpecial()'
CMakeFiles/slade.dir/ActionSpecialTreeView.o:ActionSpecialTreeView.cpp:(.text+0x500): first defined here
CMakeFiles/slade.dir/ActionSpecialDialog.o: In function ActionSpecialTreeView::getGroup(wxString)': ActionSpecialDialog.cpp:(.text+0x750): multiple definition of
ActionSpecialTreeView::getGroup(wxString)'
CMakeFiles/slade.dir/ActionSpecialTreeView.o:ActionSpecialTreeView.cpp:(.text+0x530): first defined here
CMakeFiles/slade.dir/ActionSpecialDialog.o: In function ActionSpecialTreeView::ActionSpecialTreeView(wxWindow*)': ActionSpecialDialog.cpp:(.text+0xcb0): multiple definition of
ActionSpecialTreeView::ActionSpecialTreeView(wxWindow_)'
CMakeFiles/slade.dir/ActionSpecialTreeView.o:ActionSpecialTreeView.cpp:(.text+0xa90): first defined here
CMakeFiles/slade.dir/ActionSpecialDialog.o: In function ActionSpecialTreeView::ActionSpecialTreeView(wxWindow_)': ActionSpecialDialog.cpp:(.text+0xcb0): multiple definition of
ActionSpecialTreeView::ActionSpecialTreeView(wxWindow_)'
CMakeFiles/slade.dir/ActionSpecialTreeView.o:ActionSpecialTreeView.cpp:(.text+0xa90): first defined here
collect2: error: ld returned 1 exit status
make[2]: *_* [slade] Error 1
make[1]: *** [src/CMakeFiles/slade.dir/all] Error 2
make: *** [all] Error 2
If one has a lot of TEXTURES files, then selecting some of the textures you want to modify becomes hard thanks to it being pushed off screen, having to instead relying on repositioning the files in the archive.
Hi, looking forward to trying out the new features in Slade. For now it crashes on me as soon as I run it. I'm on WinXP and have installed the MS C++ runtimes.
As soon as I try to run Slade I get the "has encountered a problem and needs to close" message. Clicking for more information gives the following:
Error signature
AppName: slade.exe AppVer: 3.0.1.0 ModName: slade.exe
ModVer: 3.0.1.0 Offset: 00005e1c
Clicking for technical information gives a long screen of Exception Information, Modules, and some data in Hex -- what I presume is a stack trace, as in the screenshot. I can't select any of that text to copy it though, it's far too long to screenshot it all, and I don't see any logs or anything in the directory where I unzipped Slade.
I've pasted the contents of that appcompat.txt file to http://pastebin.ca/2464467, in case they help.
Some Doom pictures are misidentified as PSX Doom (_SMB417.WAD from http://www.doomworld.com/idgames/index.php?id=8079 , lump names: TROOK0, TRROL0, TROOU0)
Currently resource archives are ignored in the map editor when loading the palette
Steps to reproduce:
It will immediately snap back to its old position, rather than changing the offets. Using the Modify Gfx Offsets option will change offsets appropriately.
To reproduce:
The unpegged flags never actually change; my guess is because it's being toggled for each texture selected, not each line selected.
You can offset the entire graphic around with the aid of the text fields below, but it would be much easier drag the box containing all of the patches around, as one can outside the editor. Perhaps a modifier (SHIFT/CTRL/ALT) or a way to select the box itself.
See title
See this valgrind journal: http://pastebin.com/WAyKfUnj
If you hover the pointer over an object and the affected (or affecting) objects are small and/or distant, it's impossible to find them. I suggest adding a toggleable X pixels halo to the highlight, where X can be, for example, 20.
As the title says, while trying to map in SLADE, I use vertices to add additional linedefs for walls or smoothing things out, not being able to do this is annoying.
In a map built from scratch with SLADE 3.1b3, I have the following:
linedef//#67
{
v1=36;
v2=36;
sidefront=-1;
v2=37;
sidefront=89;
v1=38;
blocking=true;
}
I suspect this might have happened when I tried to delete a vertex by dragging it on top of a neighboring vertex. They were successfully merged, but the line doesn't seem to have survived intact.
As a bonus issue: in the presence of conflicting vertices (and probably other properties), both the map preview and ZDoom itself use the last definition, but the map editor uses the first, so the map is all screwy in-game and I can't fix it with the editor because it thinks everything is fine.
Wav detection needs to check for WAVE type, not just RIFF: http://mancubus.net/forums/index.php/topic,1175.0.html
It would be nice if there was a feature to split/combine maps from/to wads which use custom textures.
A practical example:
At least it automagically copies patches when TEXTURE1 entries are pasted, but it would be nice if this extends all the way to pasting a SIDEDEFS lump.
For pasting a map into a wad already containing textures, the flats and TEXTURE1 entries should be merged, and a warning shown when there are conflicts (entries with the same name but different data)
See title, needs implementing
Just as entries can be renamed separately yet in one go, so could the textures.
The ROTT colormap provides shading from full white to full black. For whatever reason Slade shows the color map as a 64x128 image making it difficult to view even though the type is identified as a colormap.
When the GFX and Graphics menus were merged, optimize png was somehow lost. Now it only appears when multiple entries are selected.
Posts on zdoom forum thread:
http://forum.zdoom.org/viewtopic.php?f=3&t=24955&start=1425#p679114
http://forum.zdoom.org/viewtopic.php?p=657833#p657833
I made a sector. Laying down linedefs and removing them by backtracking works.
After closing the sector, when I undo either with Ctrl+Z or from Edit - Undo, Slade3 stops working.
Extend undo/redo system to map editor
My guess is that automatic offset index needs to be decremented by one. Being extremely simple, I might make a pull request to fix this bug. I just need to find where this is handled.
I was trying to build right now when I came across this:
src/CVar.cpp: In function ‘void read_cvar(string, string)’: src/CVar.cpp:165:58: error: no matching function for call to ‘wxString::FromUTF8(string&)’ *((CStringCVar*) cvars[c]) = wxString::FromUTF8(value); ^ src/CVar.cpp:165:58: note: candidate is: In file included from src/Main.h:22:0, from src/CVar.cpp:31: /usr/include/wx-3.0/wx/string.h:1742:21: note: static wxString wxString::FromUTF8(const char*, size_t) static wxString FromUTF8(const char *utf8, size_t len = npos) ^ /usr/include/wx-3.0/wx/string.h:1742:21: note: no known conversion for argument 1 from ‘string {aka wxString}’ to ‘const char*’ src/CMakeFiles/slade.dir/build.make:1598: recipe for target 'src/CMakeFiles/slade.dir/CVar.o' failed
Seems like an easy fix (I guess).
As a certain other Doom Build(er)ing program uses, Used Textures can allow mappers to use the textures that's currently being used in the map without going through their texture list. Which can grow large if mappers are using a Texture set.
Non-power-of-two textures will need to be handled differently in the map editor (if disabled)
There's a 1 pixel wide strip under toolbar and around the window (inside the edges) which isn't redrawn when you bring SLADE window to front. See: http://i.imgur.com/KkIQgGm.png
(alt link: https://f.cloud.github.com/assets/4338275/462303/b2aec6ac-b497-11e2-8ea9-58e59b290384.png )
Found this by looking at D2TWID's MAP31 in the map editor. It has several sectors with a light level of 256, which appear dark in SLADE.
MM8BDM has used a custom palette since version 3a.
Before moving to wxWebView, dragging and dropping an archive on the startpage opened it. Now it results in a system window asking if we want to save this "file downloaded from the Internet"... I'm not sure how to intercept drag and drop events from a webview. I've tried using SetDropTarget on html_startpage, but it had no effect.
Archive: http://www.doomworld.com/idgames/?id=16172
File: fm5_dh.wad
Lump: D_RUNNIN
It is an MP3 file. Identified as "Unknown".
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