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

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Kappes Buur
 
 
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Re: SLADE v3.0.2 final Released

Post by Kappes Buur »

Besides not playing ogg files, r1344 also does not play flac files, as are prevalent in KDiZD.
Gez
 
 
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Re: SLADE v3.0.2 final Released

Post by Gez »

Nor MP3 files, I know. What can I say, beyond "SFML blows"?
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Re: SLADE v3.0.2 final Released

Post by sirjuddington »

I guess the code for playing compressed audio formats with SFML 1.6 is broken somehow. I haven't tested it for a while since I've been using 2.0 (which it works fine with)
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Re: SLADE v3.0.2 final Released

Post by disposable_username2 »

Gez's SVN builds output in console:

Code: Select all

Compiled with wxWidgets 2.9.3 and SFML 2.0
and it still doesn't work.
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Piter432
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Re: SLADE v3.0.2 final Released

Post by Piter432 »

Sorry for offtopic, but what is SFML?
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sirjuddington
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Re: SLADE v3.0.2 final Released

Post by sirjuddington »

Strange. Try this build: http://dl.dropbox.com/u/26008338/slade301a_r1349.7z. For me, it plays the oggs in that archive fine.
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Enjay
 
 
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Re: SLADE v3.0.2 final Released

Post by Enjay »

Yes, that build plays the ogg for me too.
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Re: SLADE v3.0.2 final Released

Post by Gez »

Marine wrote:Sorry for offtopic, but what is SFML?
http://www.sfml-dev.org/
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Re: SLADE v3.0.2 final Released

Post by NeuralStunner »

Scarcely Functional Media Library. :P
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Re: SLADE v3.0.2 final Released

Post by disposable_username2 »

Ogg Vorbis playback WFM in this build but seeking is weird: the slider moves too quickly and so reaches the end too soon, but music continues to play. If I try to seek, the slider stops moving. I also can't seek to the end - moving the slider all the way to the right causes it to seek into somewhere in the middle. (this doesn't happen with all Ogg Vorbis files)
laetemn

Re: SLADE v3.0.2 final Released

Post by laetemn »

Is there any possibility to integrate future code SLADE the DB code, creating an IDE dedicated to the development of maps in the same "level" of UDK?

Sorry my bad english!!! I do not speak English. =//
I'm using google translator.
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Re: SLADE v3.0.2 final Released

Post by Gez »

No. Too many differences in fundamental design and architecture choices.
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Re: SLADE v3.0.2 final Released

Post by Nash »

You can already edit your maps in (GZ)DoomBuilder if you right-click on your maps from within SLADE, so in way, that's as close to the UDK you'll get for now...
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Re: SLADE v3.0.2 final Released

Post by NeuralStunner »

Wow. r1344, the automatic offset options are really screwed up.
  • Monster: Actually works right.
  • Monster (GL-friendly): Works like Projectile should.
  • Projectile: Works like HUD/Weapon should.
  • HUD/Weapon: Does nothing.
  • HUD/Weapon (Doom): Does nothing.
  • Everything else does nothing, but are unneeded anyway.
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Re: SLADE v3.0.2 final Released

Post by Xtyfe »

I noticed this too, however if you select for example Monster (GL-Friendly) and then select it again it will work.
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