SLADE v3.0.2 final Released

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Re: SLADE v3.0.2 final Released

Postby sirjuddington » Tue Jul 03, 2012 7:03 pm

Enjay wrote:I don't suppose adding a "GLfriendly" offset option for "monsters" could be considered for this dialogue could it?

Image
I hope the image works. Imgur seems to be down ATM so I had to use another host.

The default offsets them much like the graphics in the original IWAD - ie with the bottoms 4 pixels below the floor. With stuff that I am only going to use in GZDoom (and occasionally for other stuff) I like to put (suitable) graphics in at an offset that guarantees nothing will get clipped off the bottom rather than rely on menu settings. So, I use the offset dialogue above to set them up mostly how I want them but then I have to go back for a second round of offsetting to raise the graphics by 4 units.

...Unless the "set offsets" fields could accept formulae or instructions such as "height" or "height-4" or "width/2"

Should be simple enough to add
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Re: SLADE v3.0.2 final Released

Postby Kate » Sat Jul 07, 2012 3:00 am

Hmm, request to support CopyNewAlpha (which would function as Translucent would now) and Overlay (which would function as CopyAlpha does now) in the texture editor.
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Re: SLADE v3.0.2 final Released

Postby Sgt Dopey » Sat Jul 07, 2012 6:23 pm

I'm still having trouble running the latest Slade 3 SVNs. They won't start up at all or produce log files to find whats wrong with it. Can anyone help me?
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Re: SLADE v3.0.2 final Released

Postby Gez » Sat Jul 07, 2012 6:42 pm

Have you ever been able to run an SVN build, or has it started relatively recently?

Can you run the official build?
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Re: SLADE v3.0.2 final Released

Postby Sgt Dopey » Sat Jul 07, 2012 7:28 pm

Yes I can run the official build and no I've never been able to run a SVN build
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Re: SLADE v3.0.2 final Released

Postby Gez » Sun Jul 08, 2012 5:16 am

Maybe you can try installing this and then try again?
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Re: SLADE v3.0.2 final Released

Postby Sgt Dopey » Sun Jul 08, 2012 6:45 pm

No dice still doesn't work
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Re: SLADE v3.0.2 final Released

Postby sirjuddington » Sun Jul 08, 2012 6:51 pm

I think it might have to do with fluidsynth, since I remember getting something similar on an XP VM, and using a dll tracer program found it was the fluidsynth dll missing references to some other random dlls (don't remember which, except that one was a java one, for whatever reason)
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Re: SLADE v3.0.2 final Released

Postby Sgt Dopey » Sun Jul 08, 2012 6:59 pm

I added fluidsynth.dll into the Slade3 folder and it still wouldn't work
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Re: SLADE v3.0.2 final Released

Postby Sgt Dopey » Wed Jul 11, 2012 10:24 pm

I managed to get it working on another computer that is less powerful than my main computer.
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Re: SLADE v3.0.2 final Released

Postby Nash » Thu Jul 12, 2012 12:06 am

Can we have a feature that converts FON2 lumps into individual STCFN* lumps ready for export as PNG (or whatever format)?
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Re: SLADE v3.0.2 final Released

Postby disposable_username2 » Thu Jul 12, 2012 10:49 am

Feature request: highlight sectors affected by lines with unknown special, as Slade 2 did.
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Re: SLADE v3.0.2 final Released

Postby Gez » Thu Jul 12, 2012 10:58 am

The thing is that specials can affect things or other lines, not just sectors. They may also not affect anything on the map, such as Strife linetypes where the tag is used to choose a map number.
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Re: SLADE v3.0.2 final Released

Postby disposable_username2 » Thu Jul 12, 2012 1:52 pm

Right; but viewing Boom maps is a pain without it, as generalized line types are all "unknown" and they all affect sectors. Perharps a format config option?
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Re: SLADE v3.0.2 final Released

Postby Gez » Thu Jul 12, 2012 2:16 pm

Support for generalized line types will come, eventually. The map editor wouldn't be complete without it.
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