SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
Forum rules
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.
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
No, but there's a single backup per file, which is overwritten when you resave.
Re: SLADE v3.0.2 final Released
Dang, that's disappointing.
- Xtyfe
- Posts: 1490
- Joined: Fri Dec 14, 2007 6:29 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
Re: SLADE v3.0.2 final Released
A general inquiry about the map builder part of of Slade... How far off are we? I'm slowly ticking off things that I will be able to run natively on Linux once I make the full switch hopefully fairly soon however a map builder for Doom is one of the things I have yet to check off. As Slade will be my only option for a DB-like map builder for Linux.
- sirjuddington
- Posts: 1030
- Joined: Wed Jul 16, 2003 4:47 am
- Location: Australia
- Contact:
Re: SLADE v3.0.2 final Released
The way things are going, it'll probably be a while. I've been pretty busy lately with moving a few months ago, work, and last week was spent in hospital after my appendix decided to explode >_<
Hopefully I can start to get some more work done on it next month
Hopefully I can start to get some more work done on it next month
- Xtyfe
- Posts: 1490
- Joined: Fri Dec 14, 2007 6:29 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
Re: SLADE v3.0.2 final Released
No worries, real-life priorities first of course. I just recently found some of my own.
I do hope you are feeling better after your hospital stay
I do hope you are feeling better after your hospital stay

Re: SLADE v3.0.2 final Released
If you're willing to build from the latest source code, I consider the current state of the map editor to be decent. Crashes occasionally and doesn't have every feature from DB2, but it's worth trying out.Xtyfe wrote:A general inquiry about the map builder part of of Slade... How far off are we? I'm slowly ticking off things that I will be able to run natively on Linux once I make the full switch hopefully fairly soon however a map builder for Doom is one of the things I have yet to check off. As Slade will be my only option for a DB-like map builder for Linux.
Re: SLADE v3.0.2 final Released
I think "crop" built-in function would be useful...
Also, there are spaces between the "Archive manager", workspace and the information on the bottom. They're 1 pixel wide (except the bottom one, it's 1 pixel tall), but there is, HOM (at least it works like HOM) between them. It's a bit annoying.
Also, there are spaces between the "Archive manager", workspace and the information on the bottom. They're 1 pixel wide (except the bottom one, it's 1 pixel tall), but there is, HOM (at least it works like HOM) between them. It's a bit annoying.
-
- Posts: 182
- Joined: Fri Mar 16, 2012 7:11 am
- Contact:
Re: SLADE v3.0.2 final Released
Had a weird problem compiling where GLEW wouldn't be found. Updating FindGLEW.cmake seemed to fix it (actual path was /usr/include/GL) but I can't seem to reproduce it. Using Linux Mint 13 64 bit. Glad to see compiling WXwidgets is hassle free now.
I had errors from trying to use SFML 1.6, I hadn't noticed SFML has to be version 2. Upgraded but a more explicit error message would be nice.
I now get another error:
I had errors from trying to use SFML 1.6, I hadn't noticed SFML has to be version 2. Upgraded but a more explicit error message would be nice.
I now get another error:
Code: Select all
[ 62%] Building CXX object src/CMakeFiles/slade.dir/GZipArchive.o
slade/src/UndoManagerHistoryPanel.cpp: In constructor ‘UndoManagerHistoryPanel::UndoManagerHistoryPanel(wxWindow*, UndoManager*)’:
slade/src/UndoManagerHistoryPanel.cpp:94:44: error: invalid conversion from ‘int’ to ‘wxListColumnFormat’ [-fpermissive]
/usr/local/include/wx-2.9/wx/listbase.h:417:10: error: initializing argument 2 of ‘long int wxListCtrlBase::AppendColumn(const wxString&, wxListColumnFormat, int)’ [-fpermissive]
make[2]: *** [src/CMakeFiles/slade.dir/UndoManagerHistoryPanel.o] Error 1
make[2]: *** Waiting for unfinished jobs....
make[1]: *** [src/CMakeFiles/slade.dir/all] Error 2
make: *** [all] Error 2
Last edited by albiongeck on Wed Jul 17, 2013 9:43 am, edited 1 time in total.
- Hellstorm Archon
- Posts: 1176
- Joined: Sun Oct 24, 2010 7:37 pm
- Preferred Pronouns: They/Them
- Location: 404 Error- Location of User Not Found
- Contact:
Re: SLADE v3.0.2 final Released
Quick question:
Is the current version of SLADE Mac OS X-compatible, or is there a Mac-compatible version? If not, are there any Mac-compatible alternatives, as I'm replacing my old laptop with a Mac.
Is the current version of SLADE Mac OS X-compatible, or is there a Mac-compatible version? If not, are there any Mac-compatible alternatives, as I'm replacing my old laptop with a Mac.
-
- Posts: 182
- Joined: Fri Mar 16, 2012 7:11 am
- Contact:
Re: SLADE v3.0.2 final Released
There are instructions for compiling on MacOSX or you could always dual boot? I've been running the current stable build in WINE on linux.
Last edited by albiongeck on Wed Jul 10, 2013 7:09 am, edited 1 time in total.
Re: SLADE v3.0.2 final Released
Just found something that may or may not be a problem in the latest builds (I can't check ATM) but with the version that I have, there is something screwy with the automatic sprite offsets. This was done in a zip using PNG sprites. The test sprite in question was 50x65.
Right-click on the sprite in the lumps list
Hover over the Gfx option
Click on Modify Gfx Offsets.
Pick the "Automatic Offsets" radio button and choose one of the options. Here are the options and the results I got plus the results that I would expect:
Monster: X25, Y 61 (As Expected)
Monster (GL-Friendly): X25, Y32 (Expected X25, Y65)
Projectile: X-135, Y-135 (Expected X25, Y32/33)
HUD/Weapon: X-135, Y-135 (not sure what I expected but this seems reasonable)
HUD/Weapon (Doom): X-135, Y-135 (As above)
HUD/Weapon (Heretic): X-135, Y-135 (As above)
HUD/Weapon (Hexen): X-135, Y-135 (As above)
The problem appears with the "Monster (GL-Friendly)" option. The "Monster" one seems fine but the "GL-friendly" one seems to be giving offsets that I would expect for a projectile. The "Projectile" option seems to be giving a value that seems reasonable for a HUD/Weapon sprite.
From that point on, all the options are HUD related and all give values that seem as if they may be correct. However, it is worth noting that all of the different options give the same result. I don't know if this would happen with a sprite with dimensions that were more typical of a weapon.
Given that I wanted to make a whole bunch of monster sprites have GL-Friendly offsets, this was a bit of a pain because I had to set them to the "monster" value and then click through them all raising each one by 4 pixels.
Right-click on the sprite in the lumps list
Hover over the Gfx option
Click on Modify Gfx Offsets.
Pick the "Automatic Offsets" radio button and choose one of the options. Here are the options and the results I got plus the results that I would expect:
Monster: X25, Y 61 (As Expected)
Monster (GL-Friendly): X25, Y32 (Expected X25, Y65)
Projectile: X-135, Y-135 (Expected X25, Y32/33)
HUD/Weapon: X-135, Y-135 (not sure what I expected but this seems reasonable)
HUD/Weapon (Doom): X-135, Y-135 (As above)
HUD/Weapon (Heretic): X-135, Y-135 (As above)
HUD/Weapon (Hexen): X-135, Y-135 (As above)
The problem appears with the "Monster (GL-Friendly)" option. The "Monster" one seems fine but the "GL-friendly" one seems to be giving offsets that I would expect for a projectile. The "Projectile" option seems to be giving a value that seems reasonable for a HUD/Weapon sprite.
From that point on, all the options are HUD related and all give values that seem as if they may be correct. However, it is worth noting that all of the different options give the same result. I don't know if this would happen with a sprite with dimensions that were more typical of a weapon.
Given that I wanted to make a whole bunch of monster sprites have GL-Friendly offsets, this was a bit of a pain because I had to set them to the "monster" value and then click through them all raising each one by 4 pixels.
Re: SLADE v3.0.2 final Released
I have added a custom palette to the palette menu. However, I want to remove it again. I can't find an in-program way of doing it and I can't find where Slade stores the information (I've done a RegEdit search, checked my roaming folders and the files in the Slade directory but nothing). Can someone tell me how to do this please?
Never mind. I found it in my roaming directory after all.
Never mind. I found it in my roaming directory after all.

-
- Posts: 182
- Joined: Fri Mar 16, 2012 7:11 am
- Contact:
Re: SLADE v3.0.2 final Released
I've been having that problem for the last year, so thanks!
Re: SLADE v3.0.2 final Released
For reference:Enjay wrote:I have added a custom palette to the palette menu. However, I want to remove it again. I can't find an in-program way of doing it and I can't find where Slade stores the information (I've done a RegEdit search, checked my roaming folders and the files in the Slade directory but nothing). Can someone tell me how to do this please?
Never mind. I found it in my roaming directory after all.
- %APPDATA%\SLADE3 for a normal install.
- Same directory as the exe for a portable install.
Re: SLADE v3.0.2 final Released
r1419
For some reason when I load a WAD or PK3 with sprites in it (e.g. like the one attached to this post)
http://forum.zdoom.org/viewtopic.php?f= ... 77#p697077
And single click to select any of the sprites, the offset adjustment does not work properly. If I click any of the offset arrows to change the values in the box, the value changes by 1 unit and repeated clicks make it alternate between the new value and the original (eg 17, 18, 17, 18...) rather than continuing to increase/decrease the value accordingly. If I type a value into the offset boxes, the value is ignored when I try to save the changes and the value reverts to its original value.
If, however, I double click on the sprite entry to bring up the full sprite editing window, the offsets work properly.
This was not a problem in the other test version of SLADE that I have handy: ver 3.1.0 alpha.
For some reason when I load a WAD or PK3 with sprites in it (e.g. like the one attached to this post)
http://forum.zdoom.org/viewtopic.php?f= ... 77#p697077
And single click to select any of the sprites, the offset adjustment does not work properly. If I click any of the offset arrows to change the values in the box, the value changes by 1 unit and repeated clicks make it alternate between the new value and the original (eg 17, 18, 17, 18...) rather than continuing to increase/decrease the value accordingly. If I type a value into the offset boxes, the value is ignored when I try to save the changes and the value reverts to its original value.
If, however, I double click on the sprite entry to bring up the full sprite editing window, the offsets work properly.
This was not a problem in the other test version of SLADE that I have handy: ver 3.1.0 alpha.