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

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Gez
 
 
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Re: SLADE v3.1.0 Beta 4 Released - first post updated

Post by Gez »

I don't remember seeing Doomworld threads on the previous 3.1.0 betas, so maybe it'd be a good idea to create one?
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sirjuddington
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Re: SLADE v3.1.0 Beta 4 Released - first post updated

Post by sirjuddington »

Well there is this, but it's from the first beta, and got a grand total of 1 reply :P Perhaps I should have mentioned the map editor in the title.

But might as well post a new one.
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Xaser
 
 
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Re: SLADE v3.1.0 Beta 4 Released - first post updated

Post by Xaser »

Aghr. I know I should post this on the SLADE bug forum, but the forum is doing some weird shite when I try to log in, so I'm not sure what's up.

tl;dr Bug: When deleting a patch from PNAMES, the patch indices in TEXTURE1/TEXTURE2 are not updated, causing a massive global botch to the texture lump as all textures are now referencing the wrong patches.
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Re: SLADE v3.1.0 Beta 4 Released - first post updated

Post by Gez »

Xaser wrote:Aghr. I know I should post this on the SLADE bug forum
Github issue tracker is preferred now though.
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sirjuddington
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Re: SLADE v3.1.0 Beta 4 Released - first post updated

Post by sirjuddington »

Xaser wrote:Aghr. I know I should post this on the SLADE bug forum, but the forum is doing some weird shite when I try to log in, so I'm not sure what's up.

tl;dr Bug: When deleting a patch from PNAMES, the patch indices in TEXTURE1/TEXTURE2 are not updated, causing a massive global botch to the texture lump as all textures are now referencing the wrong patches.
Any other details about how it happened? Just did a quick test removing from PNAMES in doom2.wad and it worked as expected.
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Demolisher
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Re: SLADE v3.1.0 Beta 4 Released - first post updated

Post by Demolisher »

sirjuddington wrote: I'm not sure what is going on there, I can't get it to happen by using 'send to' with a folder or dragging it on to slade. Also, windows won't let me create a folder with the same name (and extension) as an existing file, so no idea how you've done that.

Also, beta 4 is up.
I used the COPY cmd function, and I'm not quite sure either. Either way, the fatal problem was the extra slash on the end, it seems to confuse Slade. It may be my (very) slightly edited copy, I'll try it out with the new update, and post results at some point. I love the new open directory function, it makes it very easy to integrate Slade with Git. I'm going to post diff files for an updated languages and entry types as well, a few basic DECORATE keywords like super and replaces are missing, as well as the constants TRUE and FALSE. Is there any possibility of executing a custom function within slade? I have batch files for creating a pk3 out of the folder, and saving it to the testing directory, as well as updating git and committing. I suppose that would be rather difficult, especially the customization part, I may just make a custom fork with my extras hard-coded simply for ease of use, otherwise.

Edit: Missed some posts, should quote what this is in response to.
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Re: SLADE v3.1.0 Beta 4 Released - first post updated

Post by Gez »

Demolisher wrote:it makes it very easy to integrate Slade with Git. I'm going to post diff files
If you're using Git already, could you use pull requests instead of diff files?

I have had... traumatic experiences with Git and patches. So much blood, so much blood...
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Demolisher
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Re: SLADE v3.1.0 Beta 4 Released - first post updated

Post by Demolisher »

Absolutely. I've always used SVN before now, I just have to read up on it.
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Re: SLADE v3.1.0 Beta 4 Released - first post updated

Post by Blue Shadow »

Gez wrote:I have had... traumatic experiences with Git and patches. So much blood, so much blood...
So thats why my last patch didn't make it in? I wouldn't have bothered you with the patches if I knew you had trouble with them.

Sorry for any inconvenience that might have caused.
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Re: SLADE v3.1.0 Beta 4 Released - first post updated

Post by Demolisher »

Pull request submitted
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Breezeep
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Re: SLADE v3.1.0 Beta 4 Released - first post updated

Post by Breezeep »

Hi, this is my first time posting here and I have an issue when using these custom textures: http://realm667.com/index.php/repositor ... doom-style
It works in the editor fine, but when I try to play my wad, I get this error: Execution could not continue.

Script error, "fort.wad:TEXTURES" line 6:
Texture TESTWUT is defined with null x-scale

How do I fix this?

(I'm using SLADE3 and GZDoombuilder btw.)
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Kappes Buur
 
 
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Re: SLADE v3.1.0 Beta 4 Released - first post updated

Post by Kappes Buur »

In a case like this it is always a good idea to post the map.

The process is quite easy.
Normally you would open both wads, fort.wad and litextra.wad in Slade3.
Then copy everything from litextra.wad and paste to the end of fort.wad. Make sure that you do not split the namespace.
Save fort.wad.
Open fort.wad in GZDoom Builder and start texturing.
Save fort.wad.
Play fort.wad.
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Re: SLADE v3.1.0 Beta 4 Released - first post updated

Post by TheMightyHeracross »

I have a bug: when I try to use "Modify GFX Offsets" in TEXTURES, increasing the Y in the option will change the X and the graphics, and changing the X will do nothing to the graphics.
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Nash
 
 
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Re: SLADE v3.1.0 Beta 4 Released - first post updated

Post by Nash »

I like the built-in Textures editor (double-click textures.txt to show the GUI) but is there any way to have access to it if my texture lumps are named as such in the screenshot? Currently it only works on textures.txt and not the others (double-clicking will only open it in a separate text editor window)

Image
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