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Re: WadExt WAD extraction tool

PostPosted: Mon Mar 27, 2017 5:50 pm
by Voros
If it's just one lump, why not just extract with Slade? Interestingly, Deutex can extract a specific lump via -get command.

Re: WadExt WAD extraction tool

PostPosted: Mon Mar 27, 2017 6:48 pm
by Nash
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.

Re: WadExt WAD extraction tool

PostPosted: Thu Aug 10, 2017 10:22 am
by Major Cooke
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).

Re: WadExt WAD extraction tool

PostPosted: Mon Jan 08, 2018 1:43 pm
by MartinHowe
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?

Re: WadExt WAD extraction tool

PostPosted: Mon Jan 08, 2018 2:15 pm
by Rachael
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)

Re: WadExt WAD extraction tool

PostPosted: Tue Jan 09, 2018 2:21 am
by MartinHowe
Thanks very much - all working now :D

Re: WadExt WAD extraction tool

PostPosted: Wed Feb 14, 2018 11:44 am
by StroggVorbis
Maps extracted with WadExt have empty SEGS, SSECTORS, NODES, REJECT & BLOCKMAP lumps.

Re: WadExt WAD extraction tool

PostPosted: Wed Feb 21, 2018 4:42 pm
by StroggVorbis
Sorry for bumping again, but is nobody else experiencing this? All pk3s created with WADExt have broken/corrupted maps :(

Re: WadExt WAD extraction tool

PostPosted: Sat Mar 17, 2018 5:01 pm
by MartinHowe
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:
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printf("WadExt v1.1 (c) 2016 Christoph Oelckers\nUsage: wadext [options] filename\n");

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

For example, using the command
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wadext  -nosndconvert -nogfxconvert /usr/share/games/doom/1.9u/doom.wad

fails due to trying to open a file called -nosndconvert, but
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wadext /usr/share/games/doom/1.9u/doom.wad -nosndconvert -nogfxconvert
succeeds.

Re: WadExt WAD extraction tool

PostPosted: Thu May 31, 2018 5:52 pm
by VecterStroke
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