Lumpy Goodness

Discuss anything ZDoom-related that doesn't fall into one of the other categories.

Postby SargeBaldy » Thu Nov 13, 2003 10:00 pm

it crashes when i try to load heretic.wad too :/
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Postby sirjuddington » Fri Nov 14, 2003 1:16 am

Ah, seems heretic.wad has over 2600 lumps. I put in that limit because I have to initialise an array of 'lump' types, and VB doesn't like that to get too big. I'll see how much more I can increase the limit though...

Edit: OK, the absolute highest it will go is to 2727 lumps, so that will have to stick for now, until I can find some way around it.
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Postby randomlag » Fri Nov 14, 2003 11:32 am

I thought you could dynamically assign array size in the latest VB? Pretty sure you can. Just don't use it, so I forget the way you do this, but as I recall, it was easy to do.
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Postby Ty Halderman » Fri Nov 14, 2003 8:33 pm

You can use redim preserve to dynamically resize the last dimension of an array. It sounds like you're trying to create a static array but there's no real reason to do so. From memory:

Code: Select allExpand view
dim asFred() as string
dim iSize as integer

iSize = 0
redim asFred(100) ' start out with something, could be 1

do while not EOF(#fp) ' or some such, reading from a file
  iSize = iSize + 1
  if iSize > ubound(asFred) then
    redim preserve asFred(isize+100) ' arbitrary increment, could double or whatever
  end if
  line input #fp, asFred(iSize) ' or however you want to load it
loop


Something like that.
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Postby sirjuddington » Fri Nov 14, 2003 10:31 pm

Ah ok, I'll try that out. Thanks ;)
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Postby Bio Hazard » Sat Nov 15, 2003 1:23 am

lumpy 06 crashes when i import a folder that is 35.7MB, no error message or anything. it just dissapears and the windows process id stops...

other than that... this tool rocks! much better than XWE... IMO
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Postby sirjuddington » Tue Nov 18, 2003 5:40 am

Ok here's version 0.7, which may or may not be the final version of this (VB) Lumpy. The gfx preview is kinda buggy due to no fault of my own AFAIK, it just seems that VB isn't reading files right (which is why the map preview seems to load too many vertices, among other things).

Here's what's new:
- Hexen format support
- Removed lump limit
- Added doom gfx preview (very buggy)
- Palette selection
- Fixed crash when selecting last lump

I've started work on another version using VC++, which is, so far, a lot faster, and has a nifty feature that some people might like. I've attached a screenshot to demonstrate ;)
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Postby Chilvence » Tue Nov 18, 2003 6:28 am

My god how long I have waited for this to come...

You read my mind :D
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Postby Lexus Alyus » Tue Nov 18, 2003 7:56 am

When will this be ready? And how the hell did you do that? I must admit that I am impressed :-).

:twisted:
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Postby Ty Halderman » Tue Nov 18, 2003 8:26 am

Lexus Alyus wrote:And how the hell did you do that?
It's called a Treeview control. Just another way of displaying data. However, It's a nice way :)

I'm looking forward to adding this to my toolbox.
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Postby SargeBaldy » Tue Nov 18, 2003 8:32 am

Excellent, that's a great method of organization :) (certainly a shitload better than xwe and deepsea anyway :P)
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Postby Enjay » Tue Nov 18, 2003 8:37 am

Although I like it for the map lumps (where it makes a lot of sense), I'm personally less keen on it for the other ones simply because these lumps in reality might be stored in a mess all over the wad. OK, so in most cases I don't need to know where they actually come in the WAD just as long as they are recognised as the right type, but I like to know.

In saying that, tree view gives an alternative way of doing things, and clearly many people will welcome it, so more power to your elbow, or something. :) (That's a good thing BTW.)
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Postby randomlag » Tue Nov 18, 2003 11:02 am

The main thing the treeview is good for is the extended API it gives you - in particular drag and drop feedback. The map expand/collapse is cool for the few times it turns out to be useful for the advanced mapper. For most users though, it's a bit dangerous if the sublumps are allowed to be modified - will probably not do that since there is a raw hex dump tool already for that sort of thing.

I've been planning to change to the treeview in 2 tools only (since the rest will not benefit much) as soon as I get past my current list of "things to do". Then you can drag stuff around which is a lot handier than having to manually use more controls.

As ENJAY pointed out, you really can't "organize" the way shown, since that presumes the existance of control markers or assumptions, which only exist in the IWAD, not user PWADS. The required ones would work for now.

PS: XWE already uses the treeview :) And this looks like a good new tool too.
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Postby HotWax » Tue Nov 18, 2003 12:24 pm

Oh shit, who mentioned DeepSea? I didn't even catch that. Good eye, RL.
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Postby SargeBaldy » Tue Nov 18, 2003 8:11 pm

randomlag wrote:PS: XWE already uses the treeview :)
1.1 doesn't.. unless that's one other thing that's messed up now. i can't remember it ever having that though.
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