SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
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Re: SLADE v3.0.2 final Released
Yeah, there hasn't been any official release of the map editor, not even in alpha status. The map editor is not currently usable, though it is getting there.
The rest is pretty solid though.
The rest is pretty solid though.
- sirjuddington
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Re: SLADE v3.0.2 final Released
Actually, as of the latest revision I was using the map editor to do some real mapping and it worked pretty well for the most part. It is still missing a fair few things and there are a couple of bugs (which I couldn't track down just yet), but none of them were show stoppers.
Still, I wouldn't recommend trusting it enough not to keep numerous backups
Still, I wouldn't recommend trusting it enough not to keep numerous backups

Re: SLADE v3.0.2 final Released
Here's a few showstoppers for you 
Create a new, empty map. Go in sector mode. Press insert: crash.
I have absolutely no idea why, when in line mode and pressing insert, sometimes I'll get into line drawing mode and be able to lay out lines this way, while other times SLADE will stubbornly refuse to do anything and I have to manually place vertices in vertex mode, then select them, insert lines this way, select line or sector mode on the tool bar to select vertex mode again, reselect vertices again to insert the lines that weren't inserted the first time, and finally move to sector mode to insert a sector in the middle.
When the mode is changed automatically (e.g., selecting two vertices then pressing insert moves to line mode), the toolbar isn't updated.
I don't understand how the toolbar works by the way. MapCanvas::changeEditMode() toggles actions such as mapw_mode_vertices. MapCanvas::handleAction(), when handling actions such as mapw_mode_vertices, calls changeEditMode(). Apparently this doesn't result in an infinite loop because WIZARDS! but I'm not sure what's actually happening here.
Creating a new sector while there is no line or when the cursor is outside geometry should start the line drawing mode.
All these are stuff I wanted to address but well I haven't had the time to analyze all the code needed to do so.

Create a new, empty map. Go in sector mode. Press insert: crash.
I have absolutely no idea why, when in line mode and pressing insert, sometimes I'll get into line drawing mode and be able to lay out lines this way, while other times SLADE will stubbornly refuse to do anything and I have to manually place vertices in vertex mode, then select them, insert lines this way, select line or sector mode on the tool bar to select vertex mode again, reselect vertices again to insert the lines that weren't inserted the first time, and finally move to sector mode to insert a sector in the middle.
When the mode is changed automatically (e.g., selecting two vertices then pressing insert moves to line mode), the toolbar isn't updated.
I don't understand how the toolbar works by the way. MapCanvas::changeEditMode() toggles actions such as mapw_mode_vertices. MapCanvas::handleAction(), when handling actions such as mapw_mode_vertices, calls changeEditMode(). Apparently this doesn't result in an infinite loop because WIZARDS! but I'm not sure what's actually happening here.
Creating a new sector while there is no line or when the cursor is outside geometry should start the line drawing mode.
All these are stuff I wanted to address but well I haven't had the time to analyze all the code needed to do so.
Re: SLADE v3.0.2 final Released
A couple of things:
I was wondering if a feature could be added (or if it's already there, let me know where it is) for setting a sprite to common offsets. eg what I'm looking for would be something like the ability to right click a sprite which would bring up a context sensitive menu that included an entry for "typical offsets". In there you would find options such as "projectile", "standing sprite", "Standing Sprite GL" etc. What would happen is, on selecting the required option, SLADE would set the sprite in question to have appropriate offsets. eg a projectile would be given offsets of half its width and height, a standing sprite would be given half its width and its (height - 4) a GL sprite would be half its width and its full height etc. The user could then make finer adjustments from that point. This would have saved me a lot of work last night.
And a second sprite related thing - background colour. I don't know how PNGs store their transparency information but some programs can't read it. When this happens, they usually show a solid colour in the transparent areas. When I save 8 bit PNGs, I usually use magenta, or sometimes cyan, as the colour to indicate transparent areas. When I save the sprite, PSP converts the appropriate colour to transparency and it all seems fine. If I have to load the sprite up again in a program that doesn't fully support 8 bit transparency, the background will be converted back to a solid colour and the colour used is whatever I colour I had used for the background in my original image (ie magenta or cyan). So, somehow, the PNG has "remembered" the colour of the background.
However (finally getting to the point), last night I was using SLADE to mess with the offsets of some PNG sprites in a PK3. I changed all the offsets and saved. Then I realised that I needed to re-edit some of the sprites so I loaded them up. Unfortunately, when the offset sprite was saved in SLADE, the hidden background colour had changed from magenta to black. This made the sprite much more difficult to edit because the actual graphic also contained black. To fix the problem I resorted to doing the whole sprite set again using Baghead Spidey's png offset tool because it preserves the (in this case magenta) background colour. However, I would much rather use Slade because it can magnifiy the sprites making them much easier to work with on a 1920x1200 monitor. BHS's tool doesn't magnify so the sprite is tiny on my monitor, making fine adjustments difficult.
So, any chance that there could be an option to preserve (or even choose) a background colour when saving a modified sprite in Slade?
I was wondering if a feature could be added (or if it's already there, let me know where it is) for setting a sprite to common offsets. eg what I'm looking for would be something like the ability to right click a sprite which would bring up a context sensitive menu that included an entry for "typical offsets". In there you would find options such as "projectile", "standing sprite", "Standing Sprite GL" etc. What would happen is, on selecting the required option, SLADE would set the sprite in question to have appropriate offsets. eg a projectile would be given offsets of half its width and height, a standing sprite would be given half its width and its (height - 4) a GL sprite would be half its width and its full height etc. The user could then make finer adjustments from that point. This would have saved me a lot of work last night.
And a second sprite related thing - background colour. I don't know how PNGs store their transparency information but some programs can't read it. When this happens, they usually show a solid colour in the transparent areas. When I save 8 bit PNGs, I usually use magenta, or sometimes cyan, as the colour to indicate transparent areas. When I save the sprite, PSP converts the appropriate colour to transparency and it all seems fine. If I have to load the sprite up again in a program that doesn't fully support 8 bit transparency, the background will be converted back to a solid colour and the colour used is whatever I colour I had used for the background in my original image (ie magenta or cyan). So, somehow, the PNG has "remembered" the colour of the background.
However (finally getting to the point), last night I was using SLADE to mess with the offsets of some PNG sprites in a PK3. I changed all the offsets and saved. Then I realised that I needed to re-edit some of the sprites so I loaded them up. Unfortunately, when the offset sprite was saved in SLADE, the hidden background colour had changed from magenta to black. This made the sprite much more difficult to edit because the actual graphic also contained black. To fix the problem I resorted to doing the whole sprite set again using Baghead Spidey's png offset tool because it preserves the (in this case magenta) background colour. However, I would much rather use Slade because it can magnifiy the sprites making them much easier to work with on a 1920x1200 monitor. BHS's tool doesn't magnify so the sprite is tiny on my monitor, making fine adjustments difficult.
So, any chance that there could be an option to preserve (or even choose) a background colour when saving a modified sprite in Slade?
Re: SLADE v3.0.2 final Released
[Already in], though the settings are "Monster", "Projectile", and "HUD Weapon", nothing OpenGL-specific. You'll want Gfx->Modify Gfx offsets.Enjay wrote:I was wondering if a feature could be added (or if it's already there, let me know where it is) for setting a sprite to common offsets. eg what I'm looking for would be something like the ability to right click a sprite which would bring up a context sensitive menu that included an entry for "typical offsets". In there you would find options such as "projectile", "standing sprite", "Standing Sprite GL" etc. What would happen is, on selecting the required option, SLADE would set the sprite in question to have appropriate offsets. eg a projectile would be given offsets of half its width and height, a standing sprite would be given half its width and its (height - 4) a GL sprite would be half its width and its full height etc. The user could then make finer adjustments from that point. This would have saved me a lot of work last night.
Paletted [wiki]PNG[/wiki] typically use a transparent color. Each color in the palette can be given an amount of transparency with the tRNS chunk, so that's what is used.Enjay wrote:And a second sprite related thing - background colour. I don't know how PNGs store their transparency information but some programs can't read it. When this happens, they usually show a solid colour in the transparent areas.
I'm not sure, since it must be lost during conversion between the internal format and PNG; conversion which is handled by an external library.Enjay wrote:So, any chance that there could be an option to preserve (or even choose) a background colour when saving a modified sprite in Slade?
However, if you use Entry->Import to replace the in-archive sprite with its edited version, SLADE will remember the offsets you had given it and reapply them automatically. (Furthermore, if the out-of-archive sprite also has offset information, SLADE will give you the choice between keeping the existing offsets or using the new values, so don't worry.)
Re: SLADE v3.0.2 final Released
Thanks for the info. The [Already in] thing will be very useful.
Thanks also for the explanation about the transparency colour.
The colour change thing I guess I'll have to work around using the features that you describe. Presumably, I would import my PNGs, offset them (thereby losing the background colour when I save) and then re-import the files telling SLADE to keep the offsets that I just created to allow the second import to bring its background colour with it?
I don't know if it is possible but could things be changed so that even if the user cannot pick a background colour SLADE could use a default other than black? Preferably this would be something unlikely to clash with game colours (e.g. our old friend cyan). I'm going to guess, however, that this will not be possible because it falls under what the external library handles.
Thanks also for the explanation about the transparency colour.
The colour change thing I guess I'll have to work around using the features that you describe. Presumably, I would import my PNGs, offset them (thereby losing the background colour when I save) and then re-import the files telling SLADE to keep the offsets that I just created to allow the second import to bring its background colour with it?
I don't know if it is possible but could things be changed so that even if the user cannot pick a background colour SLADE could use a default other than black? Preferably this would be something unlikely to clash with game colours (e.g. our old friend cyan). I'm going to guess, however, that this will not be possible because it falls under what the external library handles.
- Sgt Dopey
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Re: SLADE v3.0.2 final Released
Here is the log file from when I open Slade3
Spoiler:
Re: SLADE v3.0.2 final Released
By any chance, do you have User Account Control enabled?
- Sgt Dopey
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Re: SLADE v3.0.2 final Released
I am the administrator and only user of the computer if that's what you're asking.
Re: SLADE v3.0.2 final Released
No, I was asking about User Account Control.

- Sgt Dopey
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Re: SLADE v3.0.2 final Released
Oh its at the lowest setting.
- sirjuddington
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Re: SLADE v3.0.2 final Released
UAC is fine to leave on in windows 7. Try disabling the 'Write temp files to SLADE directory rather than system temp folder' option in preferences.
- Sgt Dopey
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Re: SLADE v3.0.2 final Released
It does the same thing as it does with it enabled in fact its even worse none of the icons appear with it disabled
Re: SLADE v3.0.2 final Released
What about a some kind of ANSI editor?
SLADE3 only does viewer.

- Sgt Dopey
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Re: SLADE v3.0.2 final Released
When I try to start an SVN build of Slade 3 (r1311 to be exact) it will not start up at all nor will it provide a log file of what went wrong.
So would anyone be able to help me? I am running Windows 7 Home Premium 64 bit if that helps
So would anyone be able to help me? I am running Windows 7 Home Premium 64 bit if that helps