WadExt WAD extraction tool

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Re: WadExt WAD extraction tool

Postby Voros » Mon Mar 27, 2017 6:50 pm

If it's just one lump, why not just extract with Slade? Interestingly, Deutex can extract a specific lump via -get command.
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Re: WadExt WAD extraction tool

Postby Nash » Mon Mar 27, 2017 7:48 pm

Read again. My script is part of an automated system, meant to be used for an unknown number of maps. And Slade can't be used via the command line.

Graf - Ok, thanks for the explanation. I'll stick to Unwad for the time being.
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Re: WadExt WAD extraction tool

Postby Major Cooke » Thu Aug 10, 2017 11:22 am

Well, SLADE can now support LUA. Perhaps this might actually interest Graf some? I know, a little offtopic but if anything this means someone could implement a WadExt-esque LUA script (granted it's still quite beta).
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Re: WadExt WAD extraction tool

Postby MartinHowe » Mon Jan 08, 2018 2:43 pm

Has anyone successfully compiled wadext on Ubuntu?
I checkout the source via git into a directory wadext, then:

mkdir wadext/build
cd wadext/build
cmake .. -DCMAKE_BUILD_TYPE=Release


All is OK up to here, but when I compile I get:

[ 16%] Building CXX object CMakeFiles/wadext.dir/convert.o
c++: error: unrecognized command line option ‘-Wc++11-extensions’


I have updated gcc and g++ to 4.8.5 as some websites discussing this issue have suggested, but to no avail.

Can anyone suggest anything, please?
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Re: WadExt WAD extraction tool

Postby Rachael » Mon Jan 08, 2018 3:15 pm

fixed here

Do
git pull origin pull/6/head
to automatically merge it and compile it quickly.


(Graf merged it rather quickly, so the above is not needed - just do a pull from master)
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Re: WadExt WAD extraction tool

Postby MartinHowe » Tue Jan 09, 2018 3:21 am

Thanks very much - all working now :D
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Re: WadExt WAD extraction tool

Postby StroggVorbis » Wed Feb 14, 2018 12:44 pm

Maps extracted with WadExt have empty SEGS, SSECTORS, NODES, REJECT & BLOCKMAP lumps.
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Re: WadExt WAD extraction tool

Postby StroggVorbis » Wed Feb 21, 2018 5:42 pm

Sorry for bumping again, but is nobody else experiencing this? All pk3s created with WADExt have broken/corrupted maps :(
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Re: WadExt WAD extraction tool

Postby MartinHowe » Sat Mar 17, 2018 6:01 pm

Couple of bugs I have found:

1) SERIOUS
The decompiled subdirectory doesn't work on Linux because on line 468 of wadext.cpp the path separator is hardcoded as a backslash:
Code: Select allExpand view
sprintf(buffer,"decompiled\\textures.%c", pTex->Name()[7]);

Instead the file decompiled\textures.1 (or .2) appears in the root directory of the extracted data.


2) ANNOYING BUT CAN BE WORKED AROUND
The quick help usage is incorrect because on line 86 of main.cpp, it says:
Code: Select allExpand view
printf("WadExt v1.1 (c) 2016 Christoph Oelckers\nUsage: wadext [options] filename\n");

but the program behaves as if it says:
Code: Select allExpand view
printf("WadExt v1.1 (c) 2016 Christoph Oelckers\nUsage: wadext filename [options]\n");

For example, using the command
Code: Select allExpand view
wadext  -nosndconvert -nogfxconvert /usr/share/games/doom/1.9u/doom.wad

fails due to trying to open a file called -nosndconvert, but
Code: Select allExpand view
wadext /usr/share/games/doom/1.9u/doom.wad -nosndconvert -nogfxconvert
succeeds.
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Re: WadExt WAD extraction tool

Postby VecterStroke » Thu May 31, 2018 6:52 pm

What is the best way to compile the code? I want to make the exe Standalone, but when I build using visual studio, it requires a dll
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