SLumpEd (v0.5 release page 12)

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sirjuddington
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SLumpEd (v0.5 release page 12)

Post by sirjuddington »

SLump is a wxWidgets lump manager/editor I've been working on on and off for a while. I thought I'd release an early version to see what people think, and if I should bother continuing with it :P

Grab it here: http://mancubus.net/~slayer/files/slump_01.rar

Features so far:
- Move/delete/add/rename lumps
- Import to lump / export lump to file
- Edit text lumps
- Gfx Preview (Sprite/Patch/Flat/PNG)
- Export Lump(s) to wad
- View TEXTUREx lump contents
- Map previews
Last edited by sirjuddington on Wed Sep 13, 2006 1:10 am, edited 7 times in total.
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Graf Zahl
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Post by Graf Zahl »

For an alpha release it's really nice. Please continue this. It'd be a shame to waste something that promising.


A few things I'd like to see:

-more detailed lump information (especially length and guessed type in the list with the name.)
-visual offset adjustment for sprites (which is the only reason I use XWE)
-offset handling for PNGs.
-ZIP handling, preferably using a directory tree as opposed to a list (which I think many GZDoom and Doomsday users might appreciate)
-Display of ZDoom fonts (if you can add a converter it'd be even better.)
-Hex dump of unidentified lumps


I'm quite sure that some of these are already on your list but if I had something that could handle PNG offsets and ZIPs it'd be something I'd use regularly.
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Post by sirjuddington »

-more detailed lump information (especially length and guessed type in the list with the name.)
I tried to do this, but the widget that can do that is a real pain in the arse to use. I'll do it eventually though :P
-visual offset adjustment for sprites (which is the only reason I use XWE)
Most certainly planned.
-offset handling for PNGs.
I have no idea how to do this, only thing I could do for now is use randy's png tool for it, or something (but then I wouldn't know how to read the offsets either).
-ZIP handling, preferably using a directory tree as opposed to a list (which I think many GZDoom and Doomsday users might appreciate)
I'll get around to it ;)
-Display of ZDoom fonts (if you can add a converter it'd be even better.)
Any reference for the format? I use wxImages for all the gfx, so conversion would be simple once I can read the lump into a wxImage object (wxImage can be saved to most common graphics formats, and I'll eventually write a converter to doom patch format too)
-Hex dump of unidentified lumps
Again I'm not sure how to do this. I hoped there might just be a hex dump widget but it doesn't look like there is :P
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Post by Enjay »

SlayeR wrote:
-offset handling for PNGs.
I have no idea how to do this, only thing I could do for now is use randy's png tool for it, or something (but then I wouldn't know how to read the offsets either).
The latest version of XWE handles this quite nicely. Perhaps you could dig around in there too and see if it's of use to you?
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Post by Graf Zahl »

SlayeR wrote:
-offset handling for PNGs.
I have no idea how to do this, only thing I could do for now is use randy's png tool for it, or something (but then I wouldn't know how to read the offsets either).

The offsets are stored in a chunk named 'grAb'. All this chunk contains is 2 4 byte big endian integers that specify the offsets. This chunk must be inserted before the IDAT chunk. If you need some PNG code to extend you can always resort to ZDoom's own m_png.cpp.
-Display of ZDoom fonts (if you can add a converter it'd be even better.)
Any reference for the format? I use wxImages for all the gfx, so conversion would be simple once I can read the lump into a wxImage object (wxImage can be saved to most common graphics formats, and I'll eventually write a converter to doom patch format too)
The only information available is ZDoom's IMAGETOOL. Souce for this has been released.

-Hex dump of unidentified lumps
Again I'm not sure how to do this. I hoped there might just be a hex dump widget but it doesn't look like there is :P
[/quote]

I won't comment on this one... :?
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Graf Zahl
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Post by Graf Zahl »

Enjay wrote:
SlayeR wrote:
-offset handling for PNGs.
I have no idea how to do this, only thing I could do for now is use randy's png tool for it, or something (but then I wouldn't know how to read the offsets either).
The latest version of XWE handles this quite nicely. Perhaps you could dig around in there too and see if it's of use to you?


If you could point to the XWE source, that might be an option...
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Post by Enjay »

Oh, I thought Csabo released his source but there's nothing I can see on the XWE page. Forget that suggestion then, I suppose.
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Post by Skunk »

What the hell is wxWidgets anyway? Is that why Slade doesn't run for me?

And how come everything starts with SL? Slump, Slade, Slige, etc.
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Post by farlowj »

Don't forget Slayer, though that's probably what you meant by etc.
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Post by Graf Zahl »

Slump and Slade begin with SL because SlayeR begins with SL!
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Post by Phobus »

Slade begins with SL because it's Slayer's Leet-Ass (whats the D for?) Editor. And I guess SLump is Slayer's Lump
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Post by Necromage »

Wow, it took me a whole 3 seconds to crash this. All I did was hit the new wad button and then hit the new lump button put the name decorate in and click on the new lump to get it to crash here is the log:

Code: Select all

12:52:55: Wad file "" cannot be found.
Other then that I liked what I saw.
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Post by Necromage »

It took a better look at it and I really really like what I saw.
The only major problem I have is that I can generally crash the program whenever I use the "add a new lump" option.

Some things to increase usability:
-The ability to compile scripts
-Not really big deal but maybe the ability to build nodes
-The ability to merge wads, specifically the ability to merge wads that you have open in slump
-Sound preview
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Post by Graf Zahl »

Phobus wrote:Slade begins with SL because it's Slayer's Leet-Ass (whats the D for?) Editor. And I guess SLump is Slayer's Lump
Logically D stands for 'Doom'!
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Post by Phobus »

I fail at life! :(
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