SLADE v1.11 Released

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Medricel
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Post by Medricel »

It's a config change. Most of the functions I use (mainly texture copy/paste, sidedef copy/paste, and move up) I have bound to mouse buttons (I was a heavy QERadiant (Quake 2 editor) user for many years, and have become accustomed to using mouse buttons in common 3D functions) I'm sure I can't be the only one who has commands bound to mouse buttons!


EDIT: Although, a "paint" command in-context (hold down key and it will autoapply texture to any face highlighted) would be nice... That's just me trailing off though :p

EDIT2: And an undo for 3D mode >.<
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sirjuddington
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Post by sirjuddington »

Well I've fixed the 'open with' crash. Eventually I'll make it open any wad files passed as parameters. Also added copy/paste offset keys for 3d mode.
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Bio Hazard
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Post by Bio Hazard »

SlayeR wrote:
Shinjanji wrote:CRASH: I consistently encountered crashes when I tried to open WAD files in SLADE from Explorer.
This will never be supported since the working directory isn't set correctly when you drag a file to SLADE or 'open with'. SLADE crashes when it can't find the required resources at the moment (res/games/config folders, etc)
What exactly is the problem? Are you trying to get the SLADE directory?

Try _pgmptr or GetModuleFileName()
if you are concerned with crossplatform, just #ifdef _WIN32 it :)

If you are trying to get the current directory, getcwd() should work


EDIT: Beaten!
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sirjuddington
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Post by sirjuddington »

Heh, I ended up using wxSetWorkingDirectory() and wxDefaultPaths::GetDataDir() which returns the directory the exe is in (something else in linux, I can't remember :P) Also I just added wad opening from command line parameters.
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Medricel
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Post by Medricel »

Lessee...

I'd check and see how DoomBuilder does it, but I'm getting 403's when I try to go to CodeImp's website.

What I'd probably wind up doing is checking the first 3 points that the user places. I would have the program check the angle of the second point relative to the first point, then have it check the angle of the third point relative to the first point. If the angle of the second check is less, then it signifies that they're drawing clockwise (vectors inward). If the angle is greater, then it shows that the drawing is being done counterclockwise (vectors outward). If the draw was counterclockwise, simply flip all of the lines that become 1S at the end of the draw.

Granted, this may or may not work, as it's totally theory, and not really something that can I can easily test, as I'm not sure how I would go about getting said angles (maybe arc tangents? I know I've used them to find angles before...)


And as for the texture window, having a fixed size makes for more consistent texture display, since the texture window can be at vastly different sizes between 3D mode and regular mode, and it can also be resized. If you have a high number of colums, it might display fine in 3D mode, but display horribly when choosing textures from regular editing mode.

Good to see that SLADE won't go boom when I try to shell-open a file with it.

For the box drawing, couldn't you just copy the function that allows the user to pick the starting vertex of a manual draw, and then start the rectangle darw when the user selects the position? Or do you have all of the manual line drawing in one big chain that can't really branch from that first vertex?

And also, could a display of the current grid size be added to the status bar?

Oh, oh! And also, for automatic X offset alignment in 3D mode, can it be updated to work on textures to the left of the current texture as well?

(Also don't forget about my "Undos in 3D mode" suggestion!)

Uh, that's all for now. :P

If anyone thinks these suggestions/comments are absolutely rediculous, feel free to say so :D
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Necromage
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Post by Necromage »

Shinjanji wrote:Lessee...

I'd check and see how DoomBuilder does it, but I'm getting 403's when I try to go to CodeImp's website.
There have been rummers (that I would bet the ranch on are true) that codeimp's persistent attacks on zdaemon has caught the attention of the authorities and they have teken it away and he is in some deep shit.
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DoomRater
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Post by DoomRater »

I can get to CodeImp's site just fine.
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DomRem
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Post by DomRem »

NecroMage wrote:There have been rummers (that I would bet the ranch on are true) that codeimp's persistent attacks on zdaemon has caught the attention of the authorities and they have teken it away and he is in some deep shit.
O_o

It most definitely is not true that his site was taken away. In fact, it's already back up.
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sirjuddington
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Post by sirjuddington »

Shinjanji wrote:What I'd probably wind up doing is checking the first 3 points that the user places. I would have the program check the angle of the second point relative to the first point, then have it check the angle of the third point relative to the first point. If the angle of the second check is less, then it signifies that they're drawing clockwise (vectors inward). If the angle is greater, then it shows that the drawing is being done counterclockwise (vectors outward). If the draw was counterclockwise, simply flip all of the lines that become 1S at the end of the draw.

Granted, this may or may not work, as it's totally theory, and not really something that can I can easily test, as I'm not sure how I would go about getting said angles (maybe arc tangents? I know I've used them to find angles before...)
I already have a function that can tell if a bunch of points are clockwise or anti-clockwise :P But yeah from what I can tell it doesn't tend to work at all creating outward-facing lines as an area that isn't a 'column'. Whats so hard about creating an inward-facing sector and flipping the lines you want flipped?

Shinjanji wrote:And as for the texture window, having a fixed size makes for more consistent texture display, since the texture window can be at vastly different sizes between 3D mode and regular mode, and it can also be resized. If you have a high number of colums, it might display fine in 3D mode, but display horribly when choosing textures from regular editing mode.
That's true, but I'm not sure I could get it to work like that as it is now. I'll look at it though.
For the box drawing, couldn't you just copy the function that allows the user to pick the starting vertex of a manual draw, and then start the rectangle darw when the user selects the position? Or do you have all of the manual line drawing in one big chain that can't really branch from that first vertex?
It actually just creates a selection box and draws a rectangle out of that, so rectangle/shape drawing can't really be changed to do that without a bit of work :P
And also, could a display of the current grid size be added to the status bar?
I notice this too, just keep forgetting to add it :P
Oh, oh! And also, for automatic X offset alignment in 3D mode, can it be updated to work on textures to the left of the current texture as well?
Due to the way the alignment function works, probably not. There are plenty of situations where you don't want it to work on textures to the left anyway.
(Also don't forget about my "Undos in 3D mode" suggestion!)
It's on the to-do list. Unfortunately it's a bit harder to do than the normal undo, since that just keeps a backup of the map for each undo level, which wouldn't really work for 3d mode.
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