SLADE Discussion - Latest: v3.2.0 (12/April/2022)

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Re: SLADE Discussion - Latest: v3.2.0 (12/April/2022)

Postby eharper256 » Mon May 02, 2022 3:03 am

Confirming the above, was looking between three different archives, and random directories were being opened and closed as I moved between tabs and resources!

Definately having to regress to beta 3 for now.
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Re: SLADE Discussion - Latest: v3.2.0 (12/April/2022)

Postby sirjuddington » Mon May 02, 2022 4:02 am

Yeah that should be fixed for 3.2.1. I also added a cvar to allow duplicate names in zips (but still won't let you save with duplicates)
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Re: SLADE Discussion - Latest: v3.2.0 (12/April/2022)

Postby Accensus » Mon May 02, 2022 9:58 am

Is there any particular reason why scale in the TEXTURES editor only accepts one digit past the decimal sign? It's kind of frustrating. To get more precise, I'd have to mess with the code manually.
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Re: SLADE Discussion - Latest: v3.2.0 (12/April/2022)

Postby Accensus » Tue May 03, 2022 9:31 am

And another thing - the editor no longer seems to recognize TEXTURES.Something.txt as a valid TEXTURES file.
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Re: SLADE Discussion - Latest: v3.2.0 (12/April/2022)

Postby Rachael » Tue May 03, 2022 4:29 pm

Accensus wrote:And another thing - the editor no longer seems to recognize TEXTURES.Something.txt as a valid TEXTURES file.

The only reason this works in GZDoom is because of the 8-character limit which allows it to work via the legacy filename parser. If not for that, doing this rename would also break for GZDoom, so you should not expect it to work for Slade. The only thing that is officially supported for GZDoom is a single "." character in the entire filename with whatever you want for the "extension" - and that is for all the special lumps.

Good: "Textures.something"
Bad (only works by chance): "Textures.something.txt"

Good: "GLDefs.something"
Bad (will definitely not work): "GLDefs.something.txt"
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Re: SLADE Discussion - Latest: v3.2.0 (12/April/2022)

Postby Enjay » Tue May 03, 2022 4:46 pm

Rachael wrote:Bad (only works by chance): "Textures.something.txt"

Which I fully understand, and I'm not advocating a change to official support or anything, but it is nice and convenient to be able to give your special lumps a name that means something to you but which also has a file extension that means something to Windows so that the lump can be associated with your Windows text editor. So it is a shame that it only works by chance and that control lumps with a <8 char name don't work in this way at all.
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Re: SLADE Discussion - Latest: v3.2.0 (12/April/2022)

Postby Accensus » Wed May 04, 2022 7:55 am

@Rachael: I see. Well, it does make sense, as inconvenient as it is. I guess I don't really edit TEXTURES by hand often so I can get away with removing the extension to allow SLADE to read it. Plus I can do "right-click -> Open with <tool>" anyway so it's not that big of a deal. Thanks for the info, is appreciated.
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Re: SLADE Discussion - Latest: v3.2.0 (12/April/2022)

Postby Kappes Buur » Mon May 09, 2022 1:16 pm

Has SlumpED/Slade always been using OpenGL?
If yes, which version of OpenGL?
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Re: SLADE Discussion - Latest: v3.2.0 (12/April/2022)

Postby Gez » Tue May 10, 2022 11:13 am

SLADE 3 always used OpenGL.

I don't remember about SLumpEd, and I don't know about SLADE v1 or v2.

As for the version of OpenGL that SLADE 3 needs, I believe if you can run GZDoom in OpenGL, you can run SLADE. The GL extensions SLADE needs are GL_ARB_vertex_buffer_object, GL_ARB_point_sprite, GL_ARB_framebuffer_object, and most importantly GL_ARB_texture_non_power_of_two. The latter one is an absolute requirement if you want anything graphical (from an image to a map) to display at all.
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Re: SLADE Discussion - Latest: v3.2.0 (12/April/2022)

Postby Kappes Buur » Tue May 10, 2022 12:10 pm

Thank you for the technical explanation.

The reason I asked was more in relation to OpenGL versions. Well, I do know
that the higher OpenGL versions are backward compatible.

I found this OpenGL timeline

    OpenGL 2.0 Release date: Sep 2004
    OpenGL 3.0 Release date: Aug 2008
    OpenGL 3.1 Release date: Mar 2009
    OpenGL 3.2 Release date: Aug 2009
    OpenGL 3.3 Release date: Mar 2010
    OpenGL 4.0 Release date: Mar 2010
    OpenGL 4.1 Release date: Jul 2010
    OpenGL 4.2 Release date: Aug 2011
    OpenGL 4.3 Release date: Aug 2012
    OpenGL 4.4 Release date: Jul 2013
    OpenGL 4.5 Release date: Aug 2014
    OpenGL 4.6 Release date: Jul 2017
from which I can, sort of, extrapolate that SlumpED runs on OpenGL v2.0,
Slade up to version Slade3 runs on OpenGL v3.1.
Likewise ZDoom ran on OpenGL v3.0 and early GZDoom on OpenGL v3.1
but then upgraded to OpenGL v3.3 during the 32 bit rewrite.

Is that correct?
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Re: SLADE Discussion - Latest: v3.2.0 (12/April/2022)

Postby sirjuddington » Thu May 12, 2022 10:07 pm

SLADE only really *requires* OpenGL 2.0 for non-power-of-two textures, all other newer features are optional.
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Re: SLADE Discussion - Latest: v3.2.0 (12/April/2022)

Postby Abba Zabba » Mon May 16, 2022 9:31 am

This may sound trivial, but does the new UI have a means of cursor drag box selection, or some other means of mass entry selection that isn't Control-A? I like the clean fit of the box now (and not to mention the tree folder layout and new icons), but that little 4 or so pixel blank space to the right of the entry type field was what I assumed it was for.
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Re: SLADE Discussion - Latest: v3.2.0 (12/April/2022)

Postby swc132994 » Thu May 19, 2022 10:39 pm

I still find myself returning the to Slade 3.1.33 for file filtering, especially on map wads.
The main thing that bothers me with the new Slade release (3.2.1) is that file filtering seems slower when clearing the filter and a that a file selected whilst in filter mode is unselected when clearing the filter. I have attached an image as an example. I searched for Map03, selected the Map03 file then cleared the filter (the reason is to easily navigate to the scripts related to the map rather than the map itself).

Is there an option to enable the old style filtering in the newest release (3.2.1)?
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