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

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

Post by sirjuddington »

JPL wrote:Any ETA on 3.1.0 final? No hurry, just seems like it's close and was wondering when I could point new users to it... oh also, are you still looking for someone to help maintain the OSX version?
Yeah, I haven't had much time to work on it lately, but i'd like to fix up a couple minor things and release a beta 5 soon. If there aren't many bug reports for that, 3.1.0 final should follow soon after.

For OSX, I still would like to have a proper package created for 3.1.0 final when it's released. There is someone maintaining an osx version currently on github, but that is currently just for building from source (though I assume it wouldn't be hard to get a releasable package from it)
Nash wrote:Right-click -> Edit map with Doom Builder seems to be broken. path_db2 seems to point to the correct EXE. I don't know when this stopped working but it used to work alright before.
None of that should have changed so not sure why it would stop working, though I haven't really tested it since I first implemented it, so maybe something broke it at some point.
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Re: SLADE v3.1.0 Beta 4 Released - first post updated

Post by Nash »

D'oh! I was trying to use the "Edit map with Doom Builder 2" function on map WADs when I should really be using it on their respective map markers (I was browsing a PK3 with maps).

Therefore [not broken]. XD
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Re: SLADE v3.1.0 Beta 5 Released - first post updated

Post by sirjuddington »

Beta 5 is up now, should be the last before 3.1.0, if all goes well.
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Re: SLADE v3.1.0 Beta 5 Released - first post updated

Post by NeuralStunner »

I was expecting this, but it's still crashing on me.
Spoiler: Helpful?
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sirjuddington
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Re: SLADE v3.1.0 Beta 5 Released - first post updated

Post by sirjuddington »

That has to be some kind of driver issue - does windows media player work on your system?
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Re: SLADE v3.1.0 Beta 5 Released - first post updated

Post by NeuralStunner »

sirjuddington wrote:That has to be some kind of driver issue - does windows media player work on your system?
No, it hasn't for (literal) years, and I never did pin down why. I don't care for it and thus never used it on this system, so I didn't worry about it.

Thanks for the point in the right direction! After doing a bit of research, my WMP breakage isn't all that uncommon. Reinstalling fixed it for other folks, so I did that, pulled up the Slade beta and opened a wad. Bam. It's going strong.

Incidentally: I never realized before that Slade can play the PC speaker effects. They're amusing, to say the least.
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riderr3
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Re: SLADE v3.1.0 Beta 5 Released - first post updated

Post by riderr3 »

Map editor still lacks some useful functions like filtering stuff (e.g. show how many secret sectors or show things on different skill levels).
It will greatly facilitate the testing.
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Re: SLADE v3.1.0 Beta 5 Released - first post updated

Post by YukiHerz »

Hey, i have a crashing problem with the latest beta version, it happens when i add a new texture in TEXTURE1 lumps (i know i should be using TEXTURES, but whatever.)
Spoiler: Log
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sirjuddington
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Re: SLADE v3.1.0 Beta 5 Released - first post updated

Post by sirjuddington »

HazeBandicoot wrote:Hey, i have a crashing problem with the latest beta version, it happens when i add a new texture in TEXTURE1 lumps (i know i should be using TEXTURES, but whatever.)
Ok this should be fixed for the next release, for now try to avoid creating a new texture while a patch on the current texture is hilighted.
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Re: SLADE v3.1.0 Beta 5 Released - first post updated

Post by Aliotroph? »

I've found one bug so far. I first found it in beta 4, but I think I forgot to report it then.

I opened E1M2 and ran the checker. It flagged two missing upper textures in one of the outside areas, which is fine, but it consistently misses the one on linedef #134 (where the green armor is visible from the map start). In 3D mode you can see the upper texture on the back side of the linedef is missing and it is also flagged as missing in the info box when you highlight the linedef in the editor. It just doesn't show up in the checker dialog.
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sirjuddington
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Re: SLADE v3.1.0 Beta 5 Released - first post updated

Post by sirjuddington »

Aliotroph? wrote:I've found one bug so far. I first found it in beta 4, but I think I forgot to report it then.

I opened E1M2 and ran the checker. It flagged two missing upper textures in one of the outside areas, which is fine, but it consistently misses the one on linedef #134 (where the green armor is visible from the map start). In 3D mode you can see the upper texture on the back side of the linedef is missing and it is also flagged as missing in the info box when you highlight the linedef in the editor. It just doesn't show up in the checker dialog.
Looks like there was a bug with the missing textures check, fixed for next release.
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Re: SLADE v3.1.0 Beta 6 Released - first post updated

Post by sirjuddington »

Beta 6 is up already, fixes a bunch of things.
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riderr3
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Re: SLADE v3.1.0 Beta 6 Released - first post updated

Post by riderr3 »

I deleted config file because control settings kinda messed.
The main issue in r738 - now I can not use my usual keybind "CTRL+LEFT/RIGHT/UP/DOWN" to change texture offsets (3D mode) on my laptop. Anyway, the numkeys 8 and 6 acting strange too - mouse cursor is releases.

Lightning changing by CTRL+MwheelUp/MwheelDown is also unavailable.
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Re: SLADE v3.1.0 Beta 6 Released - first post updated

Post by Kappes Buur »

[ SLADE_3.1.0_b6 ]

Image

Is there a way that I can disable things being displayed in the plain MAPxx lump view ?
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Re: SLADE v3.1.0 Beta 6 Released - first post updated

Post by Boingo_the_Clown »

Here is a question.

Is it possible to edit reject tables with Slade 3, graphically if possible?

I know nobody bothers with the reject table anymore. It was used to eliminate unneeded line of sight calculations that would have slowed DooM down on older machines, and most people think of it as unnecessary, because current computers are so much faster than a 33 MHz 80386SX.

A number of old school tricks can be done with the reject table however by intentionally blinding sectors. A sector containing a gun turret can be blinded to all sectors except one for example, so it will only fire only when the player enters that particular "restricted" area. Monsters can also be made to hold off their attacks until the player walks in to a particular range. You know. Stuff like that.

Anyway ... Just curious.
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