SLADE Discussion - Latest: v3.2.12 (20/Feb/2026)
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The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: SLADE v3.0.2 final Released
What build do you have? It shouldn't do that anymore.
Re: SLADE v3.0.2 final Released
I'm using r1410 from the DRD svn site.
under preferences I set the path to all three png tools, apart from that I'm using the default settings.
under preferences I set the path to all three png tools, apart from that I'm using the default settings.
Re: SLADE v3.0.2 final Released
Hmmm mine seems to be stored in HKLM\SOFTWARE\Wow6432Node\CodeImp\Doom Builder :OGez wrote:It looks for the value of HKLM\SOFTWARE\CodeImp\Doom Builder\Location in the Windows registry.
Also I remember this being a problem if both Doom Builder 2 and GZDoom Builder is installed - SLADE will always default to Doom Builder 2 and on top of that, uninstalling DB2 properly will not remove this registry entry and SLADE will just fail to do anything in that situation.
Re: SLADE v3.0.2 final Released
How do I get SLADE to not compile an ACS script to the same lump as the source?
I'm using a .ACS file for source code, shouldn't it compile to a .O file instead of overwriting the source file?
EDIT: Forget it, I figured out that the .O file has to be UNDER the .ACS file for that. Still means I have to make a dummy .O file first though...
Also I can't seem to get r1410 working, nothing happens when I run it. 3.02 Final works fine.
I'm using a .ACS file for source code, shouldn't it compile to a .O file instead of overwriting the source file?
EDIT: Forget it, I figured out that the .O file has to be UNDER the .ACS file for that. Still means I have to make a dummy .O file first though...
Also I can't seem to get r1410 working, nothing happens when I run it. 3.02 Final works fine.
Re: SLADE v3.0.2 final Released
What do you mean exactly by "file" here? An entry in an archive, or a loose file in some directory?MG_Man wrote:How do I get SLADE to not compile an ACS script to the same lump as the source?
I'm using a .ACS file for source code, shouldn't it compile to a .O file instead of overwriting the source file?
EDIT: Forget it, I figured out that the .O file has to be UNDER the .ACS file for that. Still means I have to make a dummy .O file first though...
As far as ACS goes, when SLADE 3 exports the file for ACC to see it, it does use separate .acs and .o files. Then when importing back, it'll either import a map's SCRIPTS lump to the corresponding BEHAVIOR lump, or it'll import a library to a lump with the same name but within the ACS [wiki]namespace[/wiki] (A_START/A_END markers in a WAD; /ACS/ folder in a ZIP). ACS source themselves shouldn't be in the ACS namespace.
I can't help you then. 3.0.2 is super ultra old. Like, July 2011 old.MG_Man wrote:Also I can't seem to get r1410 working, nothing happens when I run it. 3.02 Final works fine.
What happens if you install an SVN build in a clean directory, using the DLLs bundled with it rather than whatever old things may be lying around?
Re: SLADE v3.0.2 final Released
I decided to fix this. There is now an advanced option (I didn't create a config page for it, sorry) where you can set the path to your Doom Builder .exe of choice. So grab r1412 and set path_db2 to the full path to the map editor you want to use (including executable file name). In fact, it could even be used with another editor than DB2 entirely, as long as it uses the same command line parameters to be launched.Nash wrote:Also I remember this being a problem if both Doom Builder 2 and GZDoom Builder is installed - SLADE will always default to Doom Builder 2 and on top of that, uninstalling DB2 properly will not remove this registry entry and SLADE will just fail to do anything in that situation.
Re: SLADE v3.0.2 final Released
thanks gez, it also fixed my problem 
Re: SLADE v3.0.2 final Released
Exactly what I said, nothing. No log file either. Even tried deleting the appdata/roaming/slade3 folder. Running Win7 32-bit. VS2010 runtime installed. Is there anything else it needs?Gez wrote:I can't help you then. 3.0.2 is super ultra old. Like, July 2011 old.
What happens if you install an SVN build in a clean directory, using the DLLs bundled with it rather than whatever old things may be lying around?
And I was referring to files in an /ACS/ folder in a PK3. I didn't realize source files shouldn't be there, so I guess that's cleared up.
Re: SLADE v3.0.2 final Released
Well the SVN builds are compiled with VS2005, so the VS2010 runtimes are not really relevant for it. I'd expect anyone able to run SVN builds of ZDoom or GZDoom to already have the VS2005 runtimes, but maybe not?
Re: SLADE v3.0.2 final Released
Seems I didn't have it, but it still doesn't run after installing it. I'll try rebooting.
EDIT: Still nothing. I'll try going back through revisions and see when it starts working.
EDIT: Still nothing. I'll try going back through revisions and see when it starts working.
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Blue Shadow
- Posts: 5046
- Joined: Sun Nov 14, 2010 12:59 am
Re: SLADE v3.0.2 final Released
Not sure if it's a big deal or not, but when I checked on the revision number of the Slade build I'm using via Help -> About, it told me that the revision number is r1410M instead of r1412 (which is what I'm actually using at the moment).
Re: SLADE v3.0.2 final Released
Thanks Gez!Gez wrote:I decided to fix this. There is now an advanced option (I didn't create a config page for it, sorry) where you can set the path to your Doom Builder .exe of choice. So grab r1412 and set path_db2 to the full path to the map editor you want to use (including executable file name). In fact, it could even be used with another editor than DB2 entirely, as long as it uses the same command line parameters to be launched.
Re: SLADE v3.0.2 final Released
got another question. for importing images there are options to choose about the color of the transparency.
is this also possible for exporting images? I wanna batch process some with an external tool and need the transparency to be one single color.
yeah I could always use XWE for that but I just wanna know if this is also an option in slade.
is this also possible for exporting images? I wanna batch process some with an external tool and need the transparency to be one single color.
yeah I could always use XWE for that but I just wanna know if this is also an option in slade.
Re: SLADE v3.0.2 final Released
It's been many months since I last updated to the latest SVN of SLADE... but today I updated and - WHOA! SLADE starts up so much faster now! Good job!
(Too bad I don't remember which revision I had prior to the update... I hastily dumped the new files into my SLADE directory and overwrote everything...)
(Too bad I don't remember which revision I had prior to the update... I hastily dumped the new files into my SLADE directory and overwrote everything...)
Re: SLADE v3.0.2 final Released
It's not a problem; it's still r1412. Just compiled before the commit.Blue Shadow wrote:Not sure if it's a big deal or not, but when I checked on the revision number of the Slade build I'm using via Help -> About, it told me that the revision number is r1410M instead of r1412 (which is what I'm actually using at the moment).
