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

Any utility that assists in the creation of mods, assets, etc, go here. For example: Ultimate Doom Builder, Slade, WadSmoosh, Oblige, etc.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
disposable_username2
Posts: 168
Joined: Tue Mar 08, 2011 1:25 pm

Re: SLADE v3.0.2 final Released

Post by disposable_username2 »

My suggestion needs much less time to implement, which is why I'm requesting it as a temporary solution.
User avatar
Enjay
 
 
Posts: 27352
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: SLADE v3.0.2 final Released

Post by Enjay »

Is there any way to get SLADE to show FraggleScript lumps?

Reference this thread: http://forum.zdoom.org/viewtopic.php?f=3&t=33490 (there is an example there).

Fraggle Scripts are held in the map header. Normally the map header is just a marker called MAP01, MAP02 etc. However, FraggleScript uses this lump to hold the script data (ie it is a text lump containing the scripts). If a map with a Fraggle Script MAP** header is opened in SLADE and the MAP** lump is selected, SLADE shows a map preview, not the data contained in the lump.

Could there be a "view as text" button added that appears when map headers with data in them are selected? Even better (if it isn't already possible) could SLADE offer the ability to edit such lumps?
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: SLADE v3.0.2 final Released

Post by Gez »

You mean you don't see the "Edit level script" button?

Image
User avatar
Enjay
 
 
Posts: 27352
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: SLADE v3.0.2 final Released

Post by Enjay »

Correct. I do not see that button. Could it be because the map also has a behavior lump?

This is with the example I posted above loaded.
Spoiler:
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: SLADE v3.0.2 final Released

Post by Gez »

No, I have this button with Hexen maps too. It's something I added in r1299, so use an SVN build.


Note that even with an older version, you can right click on the map header and select view as -> text lump. This has been around forever and can be used with every type of lump, even those that aren't text. (Though the "text view" will get cut at the first null byte encountered.)
User avatar
Enjay
 
 
Posts: 27352
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: SLADE v3.0.2 final Released

Post by Enjay »

:oops: That'll be it. I was still using r1270. I now have rLEET and the button shows up just fine. Thanks.
User avatar
Enjay
 
 
Posts: 27352
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: SLADE v3.0.2 final Released

Post by Enjay »

I have been having difficulty setting up a soundfont so that SLADE can play midi files. This has been with all the versions of SLADE that I have tried, not just the current one. I have also tried a few different sound fonts. I go to the preferences and navigate to a sound font. When I press either OK or Apply, a blank script editor window pops up (no idea why) and then a windows "SLADE has stopped working" dialogue appears. It happens whether I have a WAD loaded or not.

Image

As a matter of interest, why does SLADE need a sound fount to be specified? I haven't had to do this for any other program that plays midis (even ZDoom using FluidSynth).
User avatar
sirjuddington
Posts: 1030
Joined: Wed Jul 16, 2003 4:47 am
Location: Australia
Contact:

Re: SLADE v3.0.2 final Released

Post by sirjuddington »

What soundfont are you trying to load? Have you tried opening a different one?
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: SLADE v3.0.2 final Released

Post by Gez »

FluidSynth needs a sound font and cannot do anything without one. ZDoom has some fancy code to find for Creative's standard soundfont if one isn't explicitly set, but SLADE doesn't have such code.
User avatar
Enjay
 
 
Posts: 27352
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: SLADE v3.0.2 final Released

Post by Enjay »

sirjuddington wrote:What soundfont are you trying to load? Have you tried opening a different one?
Enjay wrote:I have also tried a few different sound fonts.
;)

The above crash was screen shotted after trying to load Weed's SF but I have tried a few different ones - all with the same result.
Gez wrote:FluidSynth needs a sound font and cannot do anything without one. ZDoom has some fancy code to find for Creative's standard soundfont if one isn't explicitly set, but SLADE doesn't have such code.
I do have a Creative X-Fi card and that is why ZDoom+Fluidsynth works. What about all the other programs though: various media players etc, even programs like DeePsea? What do they do that SLADE doesn't (I'm guessing they access some sort of internal Windows midi output) and would it be feasible for SLADE to have a similar ability? Working or not, I can't be the only one who would rather not have to get and configure a sound font to allow SLADE to play midis.
User avatar
sirjuddington
Posts: 1030
Joined: Wed Jul 16, 2003 4:47 am
Location: Australia
Contact:

Re: SLADE v3.0.2 final Released

Post by sirjuddington »

Enjay wrote:(I'm guessing they access some sort of internal Windows midi output)
That would probably be it. SLADE does support using it, but only when compiled to do so. I could probably make it optional though.

Personally I'm finding fluidsynth more trouble than it's worth, in windows at least. If there was anything better that supported soundfonts I'd dump it pretty quickly.
User avatar
Enjay
 
 
Posts: 27352
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: SLADE v3.0.2 final Released

Post by Enjay »

More sound related stuff.

I keep getting this:

Image

When I click on ogg lumps inside a WAD or PK3 (example http://www.doomworld.com/idgames/index.php?id=16447 )

As far as I can tell, the oggs are oggs and Media Player Classic certainly plays them but even after clicking "yes" SLADE cannot play them.
User avatar
sirjuddington
Posts: 1030
Joined: Wed Jul 16, 2003 4:47 am
Location: Australia
Contact:

Re: SLADE v3.0.2 final Released

Post by sirjuddington »

I doubt windows media player can play them, though (which is what it falls back on if sfml can't open the audio). That said, sfml is supposed to support ogg, so not sure why they won't play.
Last edited by sirjuddington on Wed Jul 25, 2012 7:13 am, edited 2 times in total.
User avatar
Enjay
 
 
Posts: 27352
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: SLADE v3.0.2 final Released

Post by Enjay »

I'm pretty sure that it has happened with every ogg that I have tried in SLADE. I take it that you have no problems with ogg playback?

[edit] I probably should have mentioned that I am running Win 7 64 bit ultimate with a Creative X-Fi Titanium soundcard. [/edit]
User avatar
sirjuddington
Posts: 1030
Joined: Wed Jul 16, 2003 4:47 am
Location: Australia
Contact:

Re: SLADE v3.0.2 final Released

Post by sirjuddington »

The ogg music in that wad plays fine for me yeah. It might have something to do with the svn build. I'm not sure if gez is still compiling with sfml 1.6, but if so, that could be the problem. Ogg should still work with 1.6 either way, so maybe it was broken somehow when I added the sfml 2 support.
Post Reply

Return to “Creation, Conversion, and Editing”