SLADE v1.11 Released

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Graf Zahl
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Post by Graf Zahl »

The output EXE looks like VC++.NET.
The CRT is dynamically linked but wxWidgets is linked statically.

And if you ask me, wxWidgets does create bloated output. 80% of SLADE.EXE are wxWidgets. But it's still far more preferable than that GTK abomination. ;)
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DoomRater
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Post by DoomRater »

ACK

The error I get upon startup is that it can't find MXVCRT71.dll but when I tried to install said dll, it was actually there in Windows/system32... Help plz?
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Post by sirjuddington »

QBasicer wrote:What do you use for a compiler? MSVC or MingW? Do you find wx takes a long time to compile? Do you static link your programs? Do you find the program output of WX bloated to do small things?
I use MSVC 7, yeah it takes a long time to compile, but GTK was the same. Graf pretty much answered the rest :P
DoomRater wrote:The error I get upon startup is that it can't find MXVCRT71.dll but when I tried to install said dll, it was actually there in Windows/system32... Help plz?
Strange, have you tried putting the dll file in the SLADE directory? Also there are 2 dlls needed, msvcr71.dll and msvcp71.dll. Both are included in the dllfiles.rar file at the SLADE downloads section.
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Post by DoomRater »

Cool, I'll give that a shot. I did try putting the DLL in the SLADE directory and that didn't help, so... (downloads your dlls)
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Post by Tormentor667 »

The problem for me right now with SLADE is that it's acting totally different compared to DoomBuilder. What I miss are light-gradients and things like that. Also by "right clicking" editing sectors and lines instead of hitting "ENTER" would be a great thing.

But the greatest thing of all would be a DB configuration file, with which all the shortcuts and keys act exactly like in DB, otherwise it'd be too much work to learn yet another map editor for me, so I still use DB.

Though, Slade is great by all means!
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Post by sirjuddington »

Uh, you know there is an input configuration dialog right? :P Edit->Preferences->Input. I'll probably create a 'doom builder' controls config file for the next version or something too.
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Post by Tormentor667 »

SlayeR wrote:Uh, you know there is an input configuration dialog right? :P Edit->Preferences->Input. I'll probably create a 'doom builder' controls config file for the next version or something too.
That'd be great :) Thx for that :) You know, I am sick of switching from one editor to another again if you finally get used to it. I started with EDMap, switched to DEU for DOS, switched to DEU 5.11 for windows, than started to learn ZETH, then tried WadAuthor and DeepSea and finally got used to DB... your editor seems to be promising and with more features of DB implemented, it could get the next #1 Mapping Tool for Doom... but well, the less I have to learn again, the more likely I will switch to SLADE and the less time gets lost for new Maps!
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Post by sirjuddington »

SLADE has most of the features of doom builder already, at least the ones used most. The only important feature I have left to add (that is in doom builder) is scaling/rotating.

Try playing around with the line drawing too, it's much more robust than doom builder's. For instance, drawing one line over the top of two won't screw up the sector references.
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Post by Nash »

Listen to Torm - add a DB configuration importer.

And right-clicking edits, and gradients...

Hell, add a DoomBuilder mode so stubborn and lazy people like us aren't forced to re-learn software ;p
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Post by Tormentor667 »

Nash wrote:Listen to Torm - add a DB configuration importer.
And right-clicking edits, and gradients...
This is something I really need!
Nash wrote:Hell, add a DoomBuilder mode so stubborn and lazy people like us aren't forced to re-learn software ;p
That'd be the best thing ;)
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Post by sirjuddington »

You can always change the binding for edit_edititem to Mouse3, and view_contextmenu to Mouse2. Then you have right click item editing instead of enter. As I've said before, use the input dialog, it's there for a reason :P

There really isn't much relearning to do...
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Post by Nash »

Yeah, I guess you're right.

Sorry I just haven't spent that much time to actually sit down and get used to SLADE, and start accepting the fact that SLADE will soon replace DB.

The fact that my GZDoom pwad won't load with SLADE is keeping me from fully using it.

I hope your new texture code for the next version fixes the problem...

I'm sure we still want the other features like gradients, scaling and rotating though. ;p

And I love your line editing code - definitely easier to add unecessary detail to our maps. ;D
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Post by Nash »

Also, another ZDoom 96x pwad of mine (no GZDoom features at all - was meant for software ZDoom) refuses to go into 3-d mode; simply says, "Failed to build GL nodes".

What gives?
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Post by sirjuddington »

Yeah the next version has better textures support, and loads them about 1000% faster too :P I don't see the point in doing gradients the way DB does them (for light levels) since doom only goes in steps of 16 for light, I'll probably do it in a similar fashion to the 'create stairs' option. Also I have plans to improve the rectangle drawing to draw a lot more than just plain rectangles :P
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Post by sirjuddington »

Also, another ZDoom 96x pwad of mine (no GZDoom features at all - was meant for software ZDoom) refuses to go into 3-d mode; simply says, "Failed to build GL nodes".

What gives?
Hmm, what is the name of the map? I don't think glbsp likes non-standard map names :/
Last edited by sirjuddington on Wed Feb 08, 2006 10:30 am, edited 2 times in total.
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