SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)

Any utility that assists in the creation of mods, assets, etc, go here. For example: Ultimate Doom Builder, Slade, WadSmoosh, Oblige, etc.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
Gez
 
 
Posts: 17938
Joined: Fri Jul 06, 2007 3:22 pm

Re: SLADE v3.0.2 beta 2 Released

Post by Gez »

Audiere was dumped and replaced by SFML.
User avatar
Demolisher
Posts: 1749
Joined: Mon Aug 11, 2008 12:59 pm
Graphics Processor: nVidia with Vulkan support
Location: Winchester, VA
Contact:

Re: SLADE v3.0.2 beta 2 Released

Post by Demolisher »

Another bug for the texture editor, it won't load graphics or textures as patches. This results in any modifications made in the editor to be lost, as the file won't save.
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: SLADE v3.0.2 beta 2 Released

Post by NeuralStunner »

Hmm, I don't see the chunk (tRNS, alPH) checkboxes for PNG any more. Is this one of those things that was removed because never really worked right?
Edward-san
Posts: 1774
Joined: Sat Oct 17, 2009 9:40 am

Re: SLADE v3.0.2 beta 2 Released

Post by Edward-san »

what a weird thing, I cannot compile on Linux x86-64 (doesn't link correctly), r670:

Code: Select all

/usr/bin/ld: ./Release/zreaders_files.o: undefined reference to symbol 'inflateInit2_'
/usr/bin/ld: note: 'inflateInit2_' is defined in DSO //lib64/libz.so.1 so try adding it to the linker command line
//lib64/libz.so.1: could not read symbols: Invalid operation
collect2: ld returned 1 exit status
make[1]: *** [dist/slade] Error 1
make[1]: Leaving directory `/home/edward-san/zdoom/slade'
make: *** [All] Error 2
User avatar
Salad Viking
Posts: 752
Joined: Tue Apr 20, 2010 8:58 pm
Location: In high orbit

Re: SLADE v3.0.2 beta 2 Released

Post by Salad Viking »

I get this when I close SLADE:

Code: Select all

Stack Trace:
0: ()
1: (d:\jeux\doom\source\slade\src\listenerannouncer.cpp:133) Announcer::announce()
2: (d:\jeux\doom\source\slade\src\console.cpp:130) Console::logMessage()
3: (d:\jeux\doom\source\slade\src\mainapp.cpp:223) SLADELog::DoLogText()
4: (d:\application\visual studio\wxwidgets\src\common\log.cpp:442) wxLog::DoLogTextAtLevel()
5: (d:\application\visual studio\wxwidgets\src\common\log.cpp:426) wxLog::DoLogRecord()
6: (d:\application\visual studio\wxwidgets\src\common\log.cpp:888) wxLogChain::DoLogRecord()
7: (d:\application\visual studio\wxwidgets\src\common\log.cpp:366) wxLog::CallDoLogNow()
8: (d:\application\visual studio\wxwidgets\src\common\log.cpp:322) wxLog::OnLog()
9: (d:\application\visual studio\wxwidgets\include\wx\log.h:1202) wxLogger::DoCallOnLog()
10: (d:\application\visual studio\wxwidgets\include\wx\log.h:1067) wxLogger::DoLog()
11: (d:\application\visual studio\wxwidgets\include\wx\log.h:923) wxLogger::Log<char const *>()
12: (d:\jeux\doom\source\slade\src\mainapp.cpp:547) MainApp::OnExit()
13: (d:\application\visual studio\wxwidgets\src\common\init.cpp:472) wxEntryReal()
14: (d:\application\visual studio\wxwidgets\src\msw\main.cpp:189) wxEntry()
15: (d:\application\visual studio\wxwidgets\src\msw\main.cpp:414) wxEntry()
16: (d:\jeux\doom\source\slade\src\mainapp.cpp:229) WinMain()
17: (f:\rtm\vctools\crt_bld\self_x86\crt\src\crtexe.c:578) __tmainCRTStartup()
18: BaseThreadInitThunk()
19: RtlInitializeExceptionChain()
20: RtlInitializeExceptionChain()
User avatar
Xaser
 
 
Posts: 10774
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Re: SLADE v3.0.2 beta 2 Released

Post by Xaser »

Well, the latest version isn't working for me -- I can't even start the program at all. As soon as it starts, it insta-crashes with a generic Windows crash dialog and doesn't even generate a crashlog. I tried deleting the old configs n' whatnot, and nothing is helping.

I could post the generic crash info dumped by Windows, though I'm not sure how useful it'd be. Can't even get a stack trace.

[EDIT] NeuralStunner was kind enough to send me a more recent SVN build, and it runs now. Not exactly sure what was up, but all is well now, I suppose. :P

[RE-EDIT] Well, except it crashes when trying to load the TEXTUREx editor, which is exactly what I needed the update for.

slade3_crash.log (r966):

Code: Select all

Stack Trace:
0: (c:\dev\projects\slade3\trunk\src\archiveentry.cpp:117) ArchiveEntry::getParent()
1: (c:\dev\projects\slade3\trunk\src\patchbrowser.cpp:162) PatchBrowser::openPatchTable()
2: (c:\dev\projects\slade3\trunk\src\texturexeditor.cpp:546) TextureXEditor::onAnnouncement()
3: (c:\dev\projects\slade3\trunk\src\listenerannouncer.cpp:133) Announcer::announce()
4: (c:\dev\projects\slade3\trunk\src\listenerannouncer.cpp:145) Announcer::announce()
5: (c:\dev\projects\slade3\trunk\src\patchtable.cpp:266) PatchTable::loadPNAMES()
6: (c:\dev\projects\slade3\trunk\src\texturexeditor.cpp:269) TextureXEditor::openArchive()
7: (c:\dev\projects\slade3\trunk\src\archivemanagerpanel.cpp:629) ArchiveManagerPanel::openTextureTab()
8: (c:\dev\projects\slade3\trunk\src\mainwindow.cpp:413) MainWindow::openTextureEditor()
9: (c:\dev\projects\slade3\trunk\src\defaultentrypanel.cpp:233) DefaultEntryPanel::onBtnTextureEdit()
10: (c:\dev\libs\wxwidgets-2.9.1\src\common\appbase.cpp:589) wxAppConsoleBase::HandleEvent()
11: (c:\dev\libs\wxwidgets-2.9.1\src\common\appbase.cpp:600) wxAppConsoleBase::CallEventHandler()
12: (c:\dev\libs\wxwidgets-2.9.1\src\common\event.cpp:1631) wxEvtHandler::SearchDynamicEventTable()
13: (c:\dev\libs\wxwidgets-2.9.1\src\common\event.cpp:1413) wxEvtHandler::ProcessEventLocally()
14: (c:\dev\libs\wxwidgets-2.9.1\src\common\event.cpp:1386) wxEvtHandler::ProcessEvent()
15: (c:\dev\libs\wxwidgets-2.9.1\src\common\event.cpp:1527) wxEvtHandler::SafelyProcessEvent()
16: (c:\dev\libs\wxwidgets-2.9.1\src\msw\button.cpp:878) wxButton::SendClickEvent()
17: (c:\dev\libs\wxwidgets-2.9.1\src\msw\button.cpp:912) wxButton::MSWCommand()
18: (c:\dev\libs\wxwidgets-2.9.1\src\msw\window.cpp:5235) wxWindow::HandleCommand()
19: (c:\dev\libs\wxwidgets-2.9.1\src\msw\window.cpp:3069) wxWindow::MSWWindowProc()
20: (c:\dev\libs\wxwidgets-2.9.1\src\msw\window.cpp:2744) wxWndProc()
21: IsThreadDesktopComposited()
22: IsThreadDesktopComposited()
23: InflateRect()
24: DefWindowProcW()
25: KiUserCallbackDispatcher()
26: SendMessageW()
27: GetEffectiveClientRect()
28: GetEffectiveClientRect()
29: GetEffectiveClientRect()
30: IsThreadDesktopComposited()
31: IsThreadDesktopComposited()
32: WindowFromDC()
33: CallWindowProcW()
34: (c:\dev\libs\wxwidgets-2.9.1\src\msw\window.cpp:2331) wxWindow::MSWDefWindowProc()
35: (c:\dev\libs\wxwidgets-2.9.1\src\msw\window.cpp:3601) wxWindow::MSWWindowProc()
36: (c:\dev\libs\wxwidgets-2.9.1\src\msw\button.cpp:967) wxButton::MSWWindowProc()
37: (c:\dev\libs\wxwidgets-2.9.1\src\msw\window.cpp:2744) wxWndProc()
38: IsThreadDesktopComposited()
39: IsThreadDesktopComposited()
40: IsThreadDesktopComposited()
41: DispatchMessageW()
42: CallMsgFilterW()
43: (c:\dev\libs\wxwidgets-2.9.1\src\msw\window.cpp:2528) wxWindow::MSWProcessMessage()
44: (c:\dev\libs\wxwidgets-2.9.1\src\msw\evtloop.cpp:251) wxGUIEventLoop::PreProcessMessage()
45: (c:\dev\libs\wxwidgets-2.9.1\src\msw\evtloop.cpp:269) wxGUIEventLoop::ProcessMessage()
46: (c:\dev\libs\wxwidgets-2.9.1\src\msw\evtloop.cpp:335) wxGUIEventLoop::Dispatch()
47: (c:\dev\libs\wxwidgets-2.9.1\src\common\evtloopcmn.cpp:159) wxEventLoopManual::Run()
48: (c:\dev\libs\wxwidgets-2.9.1\src\common\appbase.cpp:314) wxAppConsoleBase::MainLoop()
49: (c:\dev\libs\wxwidgets-2.9.1\src\common\init.cpp:472) wxEntryReal()
50: (c:\dev\libs\wxwidgets-2.9.1\src\msw\main.cpp:189) wxEntry()
51: (c:\dev\libs\wxwidgets-2.9.1\src\msw\main.cpp:414) wxEntry()
52: (c:\dev\projects\slade3\trunk\src\mainapp.cpp:230) WinMain()
53: (f:\dd\vctools\crt_bld\self_x86\crt\src\crtexe.c:547) __tmainCRTStartup()
54: BaseThreadInitThunk()
55: RtlInitializeExceptionChain()
56: RtlInitializeExceptionChain()

Well, back to v3.0.1 again.
User avatar
sirjuddington
Posts: 1030
Joined: Wed Jul 16, 2003 4:47 am
Location: Australia
Contact:

Re: SLADE v3.0.2 beta 2 Released

Post by sirjuddington »

Ok I think I've fixed a bug that is causing all the reported texturex-related crashes, hopefully. I'll get a new beta out soon.

And now for some quote tag fun:
Salad Viking wrote:I get this when I close SLADE:
<stack trace>
The most recent svn build up at drd team isn't very recent at all, and that is a known problem with it. Try 3.0.2 beta2 from the slade website.
Edward-san wrote:what a weird thing, I cannot compile on Linux x86-64 (doesn't link correctly), r670:

Code: Select all

/usr/bin/ld: ./Release/zreaders_files.o: undefined reference to symbol 'inflateInit2_'
/usr/bin/ld: note: 'inflateInit2_' is defined in DSO //lib64/libz.so.1 so try adding it to the linker command line
//lib64/libz.so.1: could not read symbols: Invalid operation
collect2: ld returned 1 exit status
make[1]: *** [dist/slade] Error 1
make[1]: Leaving directory `/home/edward-san/zdoom/slade'
make: *** [All] Error 2
I'm guessing you meant r970 :P It looks like you're trying to build from the makefile there, which won't work any more. You'll have to get codelite and use that to compile.
NeuralStunner wrote:Hmm, I don't see the chunk (tRNS, alPH) checkboxes for PNG any more. Is this one of those things that was removed because never really worked right?
They were moved to the graphic menu.
Demolisher wrote:Another bug for the texture editor, it won't load graphics or textures as patches. This results in any modifications made in the editor to be lost, as the file won't save.
I'm not sure what you mean here. Nothing should prevent changes from being saved either way.
Sodaholic wrote:It appears that you cannot select a color to become transparent in the graphics converter for any paletted formats anymore. It still works for truecolor graphics.
Working fine here, what version?
Demolisher wrote:Whenever I drag an empty pk3 or zip file onto Slade3, the file doesn't open, and Slade3 goes to the start page.
Empty pk3/zip archives are not supported. Just create a new one from within slade.
User avatar
Bio Hazard
Posts: 4019
Joined: Fri Aug 15, 2003 8:15 pm
Location: ferret ~/C/ZDL $
Contact:

Re: SLADE v3.0.2 beta 2 Released

Post by Bio Hazard »

So I decided to update my Doom overlay, and ran into some crazy problems compiling SLADE for Linux (r971).

The makefile hasn't been updated since the switch away from Audiere, so I had to pretty brutally mangle the makefile to get it to work with the current sources. I added "-lsfml_audio" and "-lsfml-system" to clear up most of the linker errors, but there were a bunch of errors related to compression libraries. Added "-lbz2" and "-llzma" to handle get it to hook up with the system libraries for that sort of thing, but the LZMA stuff didn't seem to want to work.

I discovered there is some kind of (new?) 7-ZIP library in src/lzma/C. Added some separate makefile rules to handle it since it uses *.c files (though still using g++ since I was too lazy to figure out the extra CFLAGS stuff.) Unfortunately, it would only compile properly if I removed the following files:
Spoiler: Files
I would have messed with the file list in the makefile, but meh, it was easier for me to just delete the files in my ebuild script. :P
After doing that, everything compiled up and linked without a problem, and now I have SLADE with sound! :D

I also moved around some of the variable definitions to make the build process a little more efficient and commented the whole makefile. Honestly though, now that SLADE is getting into extra libraries and stuff, the build system should probably be migrated to CMAKE or something. I'm curious what your thoughts are on that subject.

Anyway, I attached my makefile-mangling patch right down here. I'm going to hold off on committing the file-deleting build script until I hear from you guys.
Attachments
slade-manglemakefile.patch.zip
Makefile-mangling patch.
(890 Bytes) Downloaded 28 times
Edward-san
Posts: 1774
Joined: Sat Oct 17, 2009 9:40 am

Re: SLADE v3.0.2 beta 2 Released

Post by Edward-san »

sirjuddington wrote: I'm guessing you meant r970 :P It looks like you're trying to build from the makefile
Wrong, I used codelite. :P
Also, I've cleaned and rebuild the workspace, but no avail.
User avatar
Xtyfe
Posts: 1490
Joined: Fri Dec 14, 2007 6:29 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support

Re: SLADE v3.0.2 beta 2 Released

Post by Xtyfe »

sirjuddington wrote:hopefully. I'll get a new beta out soon.
Stop keeping me in suspense :P
disposable_username2
Posts: 168
Joined: Tue Mar 08, 2011 1:25 pm

Re: SLADE v3.0.2 beta 2 Released

Post by disposable_username2 »

sirjuddington wrote:Ok I think I've fixed a bug that is causing all the reported texturex-related crashes, hopefully. I'll get a new beta out soon.
I suggest stopping treating betas as Serious Business™. Just upload them somewhere. All packaging can be done by a script.
sirjuddington wrote:
Sodaholic wrote:It appears that you cannot select a color to become transparent in the graphics converter for any paletted formats anymore. It still works for truecolor graphics.
Working fine here, what version?
I see the following problem with 3.0.2 beta 2: not the PNG file's palette is displayed when opening the Transparent color dialog if the source palette is set to "Existing/Global" and "Base Resource" to <none>, but the grayscale one.
User avatar
sirjuddington
Posts: 1030
Joined: Wed Jul 16, 2003 4:47 am
Location: Australia
Contact:

Re: SLADE v3.0.2 beta 2 Released

Post by sirjuddington »

disposable_username2 wrote:
sirjuddington wrote:Ok I think I've fixed a bug that is causing all the reported texturex-related crashes, hopefully. I'll get a new beta out soon.
I suggest stopping treating betas as Serious Business™. Just upload them somewhere. All packaging can be done by a script.
sirjuddington wrote:
Sodaholic wrote:It appears that you cannot select a color to become transparent in the graphics converter for any paletted formats anymore. It still works for truecolor graphics.
Working fine here, what version?
I see the following problem with 3.0.2 beta 2: not the PNG file's palette is displayed when opening the Transparent color dialog if the source palette is set to "Existing/Global" and "Base Resource" to <none>, but the grayscale one.
1) That's what the svn builds were meant to be for :P Betas uploaded by me were generally a bit more 'official' heh. But yeah I'll see about getting another build up today after looking at some of the other problems brought up recently.

2) Hmm ok I'll fix that.
Edward-san wrote:
sirjuddington wrote: I'm guessing you meant r970 :P It looks like you're trying to build from the makefile
Wrong, I used codelite. :P
Also, I've cleaned and rebuild the workspace, but no avail.
Then I have absolutely no idea what's wrong there. Perhaps it's trying to build a 64bit binary, which I'm not sure will work with the way the library dependencies etc are setup. I have ubuntu 11.04 x64 though and it works fine for me.
Bio Hazard wrote:So I decided to update my Doom overlay, and ran into some crazy problems compiling SLADE for Linux (r971).

The makefile hasn't been updated since the switch away from Audiere, so I had to pretty brutally mangle the makefile to get it to work with the current sources. I added "-lsfml_audio" and "-lsfml-system" to clear up most of the linker errors, but there were a bunch of errors related to compression libraries. Added "-lbz2" and "-llzma" to handle get it to hook up with the system libraries for that sort of thing, but the LZMA stuff didn't seem to want to work.

I discovered there is some kind of (new?) 7-ZIP library in src/lzma/C. Added some separate makefile rules to handle it since it uses *.c files (though still using g++ since I was too lazy to figure out the extra CFLAGS stuff.) Unfortunately, it would only compile properly if I removed the following files:
Spoiler: Files
I would have messed with the file list in the makefile, but meh, it was easier for me to just delete the files in my ebuild script. :P
After doing that, everything compiled up and linked without a problem, and now I have SLADE with sound! :D

I also moved around some of the variable definitions to make the build process a little more efficient and commented the whole makefile. Honestly though, now that SLADE is getting into extra libraries and stuff, the build system should probably be migrated to CMAKE or something. I'm curious what your thoughts are on that subject.

Anyway, I attached my makefile-mangling patch right down here. I'm going to hold off on committing the file-deleting build script until I hear from you guys.
Heh, well I tried applying that patch but rabbitvcs locked up the entire system trying to do it, somehow :P Tbh it'd be easier if you just gave me the whole updated makefile rather than a patch. Also if you can be bothered setting it to only build the needed files that would be good heh, I have barely any experience with makefiles really, which is why I couldn't update it to work since the lzma/bz2/etc stuff was added.

As for cmake, I'm not sure it's really needed. Also it doesn't support generation of codelite projects so I'd still have to update that manually anyway. Unless you meant using cmake to replace the makefile only, in which case if someone else wants to setup a cmake file to do it, feel free.
User avatar
sirjuddington
Posts: 1030
Joined: Wed Jul 16, 2003 4:47 am
Location: Australia
Contact:

Re: SLADE v3.0.2 beta 2 Released

Post by sirjuddington »

New beta is up now: http://slade.mancubus.net
User avatar
Xtyfe
Posts: 1490
Joined: Fri Dec 14, 2007 6:29 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support

Re: SLADE v3.0.2 beta 3 Released

Post by Xtyfe »

I am happy to report that unlike beta 2, beta 3 does indeed work for me. However I was missing some DLLs.

libgthread-2.0-0.dll
libglib-2.0-0.dll
iconv.dll
intl.dll
disposable_username2
Posts: 168
Joined: Tue Mar 08, 2011 1:25 pm

Re: SLADE v3.0.2 beta 2 Released

Post by disposable_username2 »

sirjuddington wrote: 1) That's what the svn builds were meant to be for :P Betas uploaded by me were generally a bit more 'official' heh.
But SVN builds are no more.
Post Reply

Return to “Creation, Conversion, and Editing”