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

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Gez
 
 
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Re: SLADE v3.0.2 final Released

Post by Gez »

Enjay wrote:If the user knows what the lump actually is, is there any way for the user to force Slade to recognise it as the correct type and thereby have the lump-type-sensitive features enabled?
Yes; the console command "type".

e.g. "type text" to tell SLADE the selected entries are of text type. If you type "type" (:p) alone, then it prints the list of known types, which can be useful if you don't know how a type is called.

If identification fails, the file will still not be identified. You can force it, however, by adding "force", e.g.: "type gfx_doom force" will force SLADE to consider the selected entries as being Doom-format graphics. Do not complain if they don't display correctly, though. Presumably, it failed to identify them because they failed to validate through the safety checks that are in place to make sure the program will not crash on wrong data.
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Enjay
 
 
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Re: SLADE v3.0.2 final Released

Post by Enjay »

Gez wrote:If you type "type" (:p) alone, then it prints the list of known types, which can be useful if you don't know how a type is called.
And what a long list of types it is!

Thank you very much. Most useful.
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Re: SLADE v3.0.2 final Released

Post by mallo »

I dunno why, but the Automatic Offsets sometimes work for me and sometimes don't.
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Re: SLADE v3.0.2 final Released

Post by albiongeck »

Sorry to bump it but does anyone have any ideas on my compilation problem? http://forum.zdoom.org/viewtopic.php?f= ... 55#p695863
I recompiled wxWidgets from latest version again but no joy. It seems strangely difficult to search this issue and the Slade forum has no similar posts.
Gez
 
 
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Re: SLADE v3.0.2 final Released

Post by Gez »

SFML 1.6 is no longer supported (since this commit). SVN r1420 is the last version with support for SFML 1.6.
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Re: SLADE v3.0.2 final Released

Post by albiongeck »

Yes sorry, I thought it was implicit in my post that I had upgraded.
mallo
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Re: SLADE v3.0.2 final Released

Post by mallo »

Uh, so does anyone else have my Automatic Offset trouble?
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Re: SLADE v3.0.2 final Released

Post by RiboNucleic Asshat »

Yup, HUD offsets do nothing and projectile places it at the bottom of the HUD.
mallo
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Re: SLADE v3.0.2 final Released

Post by mallo »

By the way, I found another issue - ROTT's masked sprites doesn't work.
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Re: SLADE v3.0.2 final Released

Post by Woolie Wool »

Can anyone tell me how the CIE stuff in the colorimetry panel works?
Gez
 
 
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Re: SLADE v3.0.2 final Released

Post by Gez »

Honestly, RGB works better with Doom's paletted graphics anyway.

But: using a CIE colormatching will convert colors to L*a*b* and measure distances between colors based on the coordinates here. Converting from RGB to Lab requires choosing the "tristimulus", which is a set of X, Y, Z values (where Y is always 1.0, so it's really just two values). The values depend on the choice of illuminant and observer. There's a bunch of presets. Finally, the three CIE color matching functions are presented here.
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Re: SLADE v3.0.2 final Released

Post by Nash »

How do I get SLADE to automatically recognize *.decorate files as ZDoom decorate? I tried using the "type" command but A) it only worked for the current selection, not *.decorate in general B) it didn't save when I quit and reopened SLADE.
Gez
 
 
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Re: SLADE v3.0.2 final Released

Post by Gez »

You can edit the config file to add that extension. Look for config/entry_types/types_text.txt in the resource folder-or-pk3. Search for this code:

Code: Select all

	decorate : text
	{
		name = "Decorate";
		match_name = "decorate";
		match_ext = "dec";
		match_extorname = 1;
		text_language = "decorate";
	}
change "match_ext = "dec";" to "match_ext = "dec", "decorate";".
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ETTiNGRiNDER
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Re: SLADE v3.0.2 final Released

Post by ETTiNGRiNDER »

I can't open Quake .PAK files for some reason, even though I could swear I've used SLADE for this before, and it even appears on the list of possible file types in the open file dialog. It tells me "Unsupported or invalid Archive format" and won't work with Quake nor Quake 2 nor Hexen 2 either. I'm using the build from debian.drdteam.org.
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Re: SLADE v3.0.2 final Released

Post by NeuralStunner »

Works fine for me (in Windows). Have you tried a clean install?
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