SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
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Re: SLADE v3.0.2 beta 2 Released
Audiere was dumped and replaced by SFML.
- Demolisher
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Re: SLADE v3.0.2 beta 2 Released
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.
- NeuralStunner
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Re: SLADE v3.0.2 beta 2 Released
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?
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Re: SLADE v3.0.2 beta 2 Released
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
- Salad Viking
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Re: SLADE v3.0.2 beta 2 Released
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()
Re: SLADE v3.0.2 beta 2 Released
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.
[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):
Well, back to v3.0.1 again.
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.

[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.
- sirjuddington
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Re: SLADE v3.0.2 beta 2 Released
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:
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.
And now for some quote tag fun:
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.Salad Viking wrote:I get this when I close SLADE:
<stack trace>
I'm guessing you meant r970Edward-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

They were moved to the graphic menu.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?
I'm not sure what you mean here. Nothing should prevent changes from being saved either way.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.
Working fine here, what version?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.
Empty pk3/zip archives are not supported. Just create a new one from within slade.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.
- Bio Hazard
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Re: SLADE v3.0.2 beta 2 Released
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:

After doing that, everything compiled up and linked without a problem, and now I have SLADE with sound!
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.
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: FilesI 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.

After doing that, everything compiled up and linked without a problem, and now I have SLADE with sound!

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
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slade-manglemakefile.patch.zip
- Makefile-mangling patch.
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Re: SLADE v3.0.2 beta 2 Released
Wrong, I used codelite.sirjuddington wrote: I'm guessing you meant r970It looks like you're trying to build from the makefile

Also, I've cleaned and rebuild the workspace, but no avail.
- Xtyfe
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Re: SLADE v3.0.2 beta 2 Released
Stop keeping me in suspensesirjuddington wrote:hopefully. I'll get a new beta out soon.

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Re: SLADE v3.0.2 beta 2 Released
I suggest stopping treating betas as Serious Business™. Just upload them somewhere. All packaging can be done by a script.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 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.sirjuddington wrote:Working fine here, what version?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.
- sirjuddington
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Re: SLADE v3.0.2 beta 2 Released
1) That's what the svn builds were meant to be fordisposable_username2 wrote:I suggest stopping treating betas as Serious Business™. Just upload them somewhere. All packaging can be done by a script.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 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.sirjuddington wrote:Working fine here, what version?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.

2) Hmm ok I'll fix that.
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.Edward-san wrote:Wrong, I used codelite.sirjuddington wrote: I'm guessing you meant r970It looks like you're trying to build from the makefile
Also, I've cleaned and rebuild the workspace, but no avail.
Heh, well I tried applying that patch but rabbitvcs locked up the entire system trying to do it, somehowBio 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: FilesI 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.
After doing that, everything compiled up and linked without a problem, and now I have SLADE with sound!
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.

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.
- sirjuddington
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Re: SLADE v3.0.2 beta 2 Released
New beta is up now: http://slade.mancubus.net
- Xtyfe
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Re: SLADE v3.0.2 beta 3 Released
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
libgthread-2.0-0.dll
libglib-2.0-0.dll
iconv.dll
intl.dll
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Re: SLADE v3.0.2 beta 2 Released
But SVN builds are no more.sirjuddington wrote: 1) That's what the svn builds were meant to be forBetas uploaded by me were generally a bit more 'official' heh.