SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)

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Gez
 
 
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Re: SLADE v3.0.2 final Released

Post by Gez »

The next build I upload, you'll be able to change console variables in the console like in ZDoom. :)
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esselfortium
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Re: SLADE v3.0.2 final Released

Post by esselfortium »

Okay, I've got another request. This one would save me a lot of hassle.

Could there be a way to copy graphics (and preferably also texture1/textures entries) to the clipboard as actual graphics, so I can paste them straight into Photoshop without having to export the files to a temporary folder? :)

Some way to do the inverse, pasting in graphics from the clipboard either to replace the selected lump or to make a new lump out of, would be nifty too, but that's a separate feature entirely I'd think.

edit: Also, export as PNG's filename should default to the name of the lump, instead of just defaulting to blank and requiring the user to type in a name every time.

edit 2: Export as PNG isn't available when multiple lumps are selected. Hrm.
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Re: SLADE v3.0.2 final Released

Post by Gez »

Okay, so I'm uploading a build of the map editor, for anyone curious enough to try it. It doesn't actually feature anything really interesting right now, since the editor is just a viewer, but it's a start. There are still some issues, the console gets a ton of debug messages, etc., but some curious people have asked me for a build so why not.

There's also a build of the normal branch, of course.
esselfortium wrote:Some way to do the inverse, pasting in graphics from the clipboard either to replace the selected lump or to make a new lump out of, would be nifty too, but that's a separate feature entirely I'd think.
Once there's the code in to manage the clipboard, both copying and pasting are trivial. For pasting images, I'd probably use the same system as for exporting textures to images and bring up the Gfx conversion window so you can choose format and palette right then.
esselfortium wrote:edit: Also, export as PNG's filename should default to the name of the lump, instead of just defaulting to blank and requiring the user to type in a name every time.
It was meant to do so, there even was the code there already. Just not used in the function call for the file dialog window. Fixed.
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esselfortium
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Re: SLADE v3.0.2 final Released

Post by esselfortium »

That's great, thanks :)
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Re: SLADE v3.0.2 final Released

Post by disposable_username2 »

Gez wrote:Okay, so I'm uploading a build of the map editor, for anyone curious enough to try it. It doesn't actually feature anything really interesting right now, since the editor is just a viewer, but it's a start. There are still some issues, the console gets a ton of debug messages, etc., but some curious people have asked me for a build so why not.
Thanks. Quick question, is tooltips disappearing after an instant and all things showing up as "?" (despite me having configured a base resource archive) known issues?
Last edited by disposable_username2 on Sat Oct 15, 2011 1:38 am, edited 2 times in total.
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Re: SLADE v3.0.2 final Released

Post by sirjuddington »

I'm not sure what you mean about the tooltips thing, but you need to load a game configuration for things to show up as not unknown. At the moment the only way is to type 'testgc <name>' in the console, where <name> is the name of one of the cfg files in slade.pk3/config/games (minus the .cfg extension). So for vanilla doom2 it'd be 'testgc doom2'.
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Re: SLADE v3.0.2 final Released

Post by Gez »

At the moment the existing configs are doom1, doom2, doomu (like doom1 but with the doom2 line specials as well), doom64, heretic, hexen and strife for the vanilla versions.

Then you also have some ZDoom configs: doom1_zd_hexen, doom1_zd_udmf, doom2_zd_hexen, doom2_zd_udmf, heretic_zd_hexen, heretic_zd_udmf.
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Re: SLADE v3.0.2 final Released

Post by esselfortium »

Another minor issue:

The graphics conversion dialog keeps wanting to show up partway off the bottom of my screen, instead of appearing in the middle. The buttons get cut off by the taskbar. (I'm running Win7 in a VM so it's not my normal screen resolution, but it's not that small. The window itself fits onscreen, it just gets displayed at the wrong height.)

It would also be nice if enter and esc could be mapped to Convert All and Skip All in that dialog.
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Re: SLADE v3.0.2 final Released

Post by disposable_username2 »

sirjuddington wrote:I'm not sure what you mean about the tooltips thing,
The tooltip appears for an instant and disappears, presumably being overdrawn by map view.
sirjuddington wrote: but you need to load a game configuration for things to show up as not unknown. At the moment the only way is to type 'testgc <name>' in the console, where <name> is the name of one of the cfg files in slade.pk3/config/games (minus the .cfg extension). So for vanilla doom2 it'd be 'testgc doom2'.
Thanks, it works. I have another request: Allow to display only teleport destinations and other special things in non-things mode. (not all-or-nothing)
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Re: SLADE v3.0.2 final Released

Post by Gez »

esselfortium wrote:The graphics conversion dialog keeps wanting to show up partway off the bottom of my screen, instead of appearing in the middle. The buttons get cut off by the taskbar. (I'm running Win7 in a VM so it's not my normal screen resolution, but it's not that small. The window itself fits onscreen, it just gets displayed at the wrong height.)
This annoys me too (1280x800 laptop here) but I don't know how to change that. Have I already said I hate working with UI? :P
disposable_username2 wrote:The tooltip appears for an instant and disappears, presumably being overdrawn by map view.
Seems like a problem with your config. The overlays stay drawn for me as long as the mouse remains on whatever is looked at (thing, sector, line...). Maybe updating your OpenGL drivers would fix it?
disposable_username2 wrote:Thanks, it works. I have another request: Allow to display only teleport destinations and other special things in non-things mode. (not all-or-nothing)
Filtering thing display by groups and/or by skill/class/gamemode settings would be a good idea for a future feature.
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Re: SLADE v3.0.2 final Released

Post by sirjuddington »

Well, unless you meant the tooltips from the toolbar, in which case I'd assume it's a wxwidgets or system problem (they show up fine for me in both windows and linux). If it's the info overlays you mean, then yeah might be a driver thing.

Thing filtering is planned for things mode yeah, not sure about it for the 'always show things' option though. What exactly classifies a thing as 'special'? It not showing up in-game?

Also the gfx conversion dialog should now be centered over the main window as of r1087. I also (hopefully) fixed the crashes with the translation editor by disallowing deletion of the last remaining translation range in the list.
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Re: SLADE v3.0.2 final Released

Post by Gez »

sirjuddington wrote:What exactly classifies a thing as 'special'?
That's why I suggested filtering by group. "Only show map spots" or "only show monsters" are stuff that are easily defined. And if somebody disagrees with how a given thing is classified, he can always make his own version of the configuration.
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Re: SLADE v3.0.2 final Released

Post by sirjuddington »

Heh, well filtering by group makes more sense to go in the thing filter for things mode. Filtering for 'always show things' should probably be a bit simpler. I might just add a flag in ThingType to specify if it's shown in this situation or not.
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Re: SLADE v3.0.2 final Released

Post by disposable_username2 »

sirjuddington wrote:Well, unless you meant the tooltips from the toolbar, in which case I'd assume it's a wxwidgets or system problem (they show up fine for me in both windows and linux). If it's the info overlays you mean, then yeah might be a driver thing.
Yes I mean tooltips for the toolbar buttons. Info overlays work just fine. Maybe windows 7 is different from xp in this. It also was like that in slade 2 (tooltip flashing and disappearing). Also they're really overdrawn by map view - the part of the tooltip outside the map view stays, the part inside disappears. I think it's possible to make tooltips more resistant to this somehow - how then can a web browser, which continously re-renders a page, display in-content tooltips at all?
sirjuddington wrote:Thing filtering is planned for things mode yeah, not sure about it for the 'always show things' option though. What exactly classifies a thing as 'special'? It not showing up in-game?
Um, those that are useful to see when not in things mode. Bridge things, vertex height things, others defining map geometry.If you're concerned about too many such things, it's possible to add a new value for things_always, say 2, to show no things at all.
sirjuddington wrote:I might just add a flag in ThingType to specify if it's shown in this situation or not.
I thought about something like this, yes. I can see Gez's proposal being useful (but more work).
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Re: SLADE v3.0.2 final Released

Post by sirjuddington »

disposable_username2 wrote:
sirjuddington wrote:Well, unless you meant the tooltips from the toolbar, in which case I'd assume it's a wxwidgets or system problem (they show up fine for me in both windows and linux). If it's the info overlays you mean, then yeah might be a driver thing.
Yes I mean tooltips for the toolbar buttons. Info overlays work just fine. Maybe windows 7 is different from xp in this. It also was like that in slade 2 (tooltip flashing and disappearing). Also they're really overdrawn by map view - the part of the tooltip outside the map view stays, the part inside disappears. I think it's possible to make tooltips more resistant to this somehow - how then can a web browser, which continously re-renders a page, display in-content tooltips at all?
I've added a possible fix for this in r1092, hopefully it'll work ok now.
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