ZZYZX wrote:Enjay, I think you misunderstood. I don't want to remove the ACS editor, or DIALOGUE editor. These will stay!
I want to remove unrelated lump editing, like DECORATE or SNDINFO. See the screenshot in the poll.
Ah, right, sorry. Yes, I did misunderstand. I don't think that there is much need to have those features integrated into a map editor. They don't really (generally) evolve as the map is being made and, even if a modder did decide "I need a special monster right here" the process of creating it in DECORATE/ZScript is quite a different process and mindset to the laying down of lines and sectors and then attaching ACS scripts to them.
Of course, the one-stop-shop of mapping and lump management found in DeePsea has always been an attractive feature of that editor for me but Slade is very good and has a reasonably tight integration with GZDB. So I don't think it's such a big issue for the lumps identified. GZDB has never really tried to be that "one-stop-shop" so it's probably fair enough to pull that stuff out and leave things to the dedicated tool that specialises in it. Also, the style and interface of the two programs (GZDB and Slade) are similar enough in feel that they compliment each other that way too.
One things I like about the various script editors in GZDB is the way they suggest possible things that I might want to be putting into my code - a sort of "predictive DECORATE/ACS/etc". e.g. if I type:
POSS 1 A_
GZDB will pop up a dialogue with possible pointers to put there. I quite like that but I'm not sure if Slade does it or not.
Mind you, with the possibility of projects being in Zips and folder these days, unless we are talking about lumps in particularly Doom specific formats (e.g. sprites that need offsets and so on) I do a lot of my lump creation in my text editor of choice (which obviously also doesn't have "predictive DECORATE") and lump management in Windows explorer and 7zip.