SLADE v1.13

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JL_Harkster
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Post by JL_Harkster »

Question: Is this software obsolete now? Has it been replaced with Slade 2 from the other thread?
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sirjuddington
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Post by sirjuddington »

Not just yet. SLADE 2.0 isn't finished and still has problems.
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Kinsie
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Post by Kinsie »

That is to say, a different set of problems than the ones in SLADE 1.13.

Like it doesn't fry itself when you try to choose textures or close the program :)
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Nash
 
 
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Post by Nash »

I notice in SLADE 1.13 it ALWAYS crashes when you try to choose textures when "Sorting" is set to "Most used".

I changed it to "Alphabetical" and it never ever happens again.
JL_Harkster
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Post by JL_Harkster »

I guess I'll have to wait, then. For the meantime, I'd appreciate it if the create/delete side buttons were fixed, as I tend to get really messy with my linedefs (being a newbie and all) and I'd appreciate the ability to manually fix my mistakes.
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Kappes Buur
 
 
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Post by Kappes Buur »

@Slayer
Would it be possible for you to include in one of your future versions a feature which is present in ZETH. Namely, to show the interconnecting lines when things have a goal tid bound to them, for example with Thing_SetGoal and patrol points
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edward850
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Post by edward850 »

could be grate use for cameras
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Kappes Buur
 
 
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Post by Kappes Buur »

@SlayeR

Would it also be possible to give more information in the thing dialogue as shown in the attachment?
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Nash
 
 
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Post by Nash »

The only difference I see between the two is that ZETH shows the name of the special, and the argument names.

Readability wise, I prefer the one on the right.
JL_Harkster
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Post by JL_Harkster »

Taking it a step further, how about a floating properties box that lets you edit the things right then and there instead of having to open a dialog box?
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Nash
 
 
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Post by Nash »

With the latest ZDoom SVN builds, the screen flickers like mad when you run the map from within SLADE.

Probably has something to do with the new FBD3D code but I don't know.

GZDoom 1.0.22 works okay when the map is ran within SLADE.
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Graf Zahl
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Post by Graf Zahl »

Nash wrote: Probably has something to do with the new FBD3D code but I don't know.

That's not surprising. SLADE uses OpenGL to do all rendering so OpenGL and Direct3D apparently start to fight each other for the graphics hardware.

If you need to test with ZDoom set vid_forceddraw to true to revert to the old graphics code.
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Nash
 
 
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Post by Nash »

Confirmed. Setting vid_forceddraw to true does not cause the flickering.

So I guess it's a problem of OpenGL and Direct3D conflicting with each other.
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