Oh, okay. 32 corresponds to the Doom status bar; Heretic uses 42 and Hexen uses 38. Strife's status bar hasn't been SBARINFOed so I don't feel like checking it out, but the sprites in the IWAD aren't cut anyway.
NeuralStunner wrote:Speaking of HUD displays, the widescreen display needs another 16 pixels on each side (total 384).
Really? The current dimensions (354x200) correspond to a 17:10 ratio; 384x200 would be a 48:25 ratio, or approximately 19:10. I haven't heard about 19:10 screens yet.
Re: SLADE v3.0.2 final Released
Posted: Sat Jul 28, 2012 12:52 pm
by NeuralStunner
The actual height of the status bar doesn't matter. It's a translated offset. In Decorate, Offset(0,32) is pretty much normal height. (Why it was done this way I have no idea, but we're stuck with it.)
As far as widescreen, you have to thing in terms of aspect "correction". 384x200 isn't 16:10 itself, but it's fit into that. (Divide 384 by the "magic number" 1.2 and bam.) I use a 1280x800 resolution with Vid_NoWidescreen enabled (for 1:1 pixel display). If I turn that off I can check whether my sprites are 16:10 friendly.
One of my melee weapons I gave an extra 32 pixels off the right side of the screen, and it was still "detaching" while bobbing. I had to add another 32 (total 48 offscreen) before it would look right. (I've changed it to a nonstandard bob since then, but I doubt the extra is going to work with 17:10 or beyong. I've stopped caring. I can't keep trying to support whatever else comes along, 19:10 will probably exist sooner or later. Extending a sprite for 16:10 is enough work. )
Re: SLADE v3.0.2 final Released
Posted: Sat Jul 28, 2012 3:52 pm
by Gez
NeuralStunner wrote:The actual height of the status bar doesn't matter. It's a translated offset. In Decorate, Offset(0,32) is pretty much normal height. (Why it was done this way I have no idea, but we're stuck with it.)
Even in Heretic or Hexen, with custom weapons without YAdjust values?
The only place in the code where I see a value of 32 related to HUD weapon sprite display is in the check to see if they have A_Raised enough.
NeuralStunner wrote:As far as widescreen, you have to thing in terms of aspect "correction". 384x200 isn't 16:10 itself, but it's fit into that. (Divide 384 by the "magic number" 1.2 and bam.)
I don't follow since aspect ratio correction stretches things vertically, it doesn't shrink them horizontally. It all stems from the fact Doom was in 320x200 on CRT monitors that physically were 4:3, so pixels were taller than they were wide. 384x240 gives the same ratio as 320x200, sure, but you're talking about 384x200. That would need an aspect ratio correction factor of 1.44 vertically to fall back in 4:3 appearance.
NeuralStunner wrote:One of my melee weapons I gave an extra 32 pixels off the right side of the screen, and it was still "detaching" while bobbing.
Set hud_bob to true if you want an extra bobbing guide 16 pixels away from the screen borders.
Re: SLADE v3.0.2 final Released
Posted: Sat Jul 28, 2012 5:02 pm
by NeuralStunner
Gez wrote:Even in Heretic or Hexen, with custom weapons without YAdjust values?
Yes.
I haven't looked at the source code at all but I can see end-results. And they're showing me that the guides are still too far in.
Gez wrote:Set hud_bob to true if you want an extra bobbing guide 16 pixels away from the screen borders.
I know. And if I follow those guides the result is not correct.
I'd rather not have to start throwing screenshots at this. :/
Re: SLADE v3.0.2 final Released
Posted: Sun Aug 05, 2012 2:48 pm
by wildweasel
Major issue to point out: if you have a text lump open in a tab (by double-clicking the text lump), and have made changes to it, closing the tab (with the middle mouse button, possibly other ways too) will not ask you if you want to save changes. It will instead just close the tab and discard them.
Re: SLADE v3.0.2 final Released
Posted: Sun Aug 05, 2012 2:59 pm
by Gez
NeuralStunner wrote:I'd rather not have to start throwing screenshots at this. :/
Well I'd like to see some nonetheless.
wildweasel wrote:Major issue to point out: if you have a text lump open in a tab (by double-clicking the text lump), and have made changes to it, closing the tab (with the middle mouse button, possibly other ways too) will not ask you if you want to save changes. It will instead just close the tab and discard them.
There's a greater problem here, if it is still open in the archive tab, it won't be updated there...
Re: SLADE v3.0.2 final Released
Posted: Sun Aug 05, 2012 4:14 pm
by NeuralStunner
Gez wrote:Well I'd like to see some nonetheless.
Righto then.
Spoiler:
Editor view: Here's a gun offset to the leftmost ("bob") line:
(Also of note: It's at offset 33, I would've expected 32.)
Ingame result: Here's a widescreen view with the gun at the right extent of the bob:
Let's adjust!
Editor view: Now far past the bob line:
(Offset 48: 32 for widescreen, and another 16 for bobbin'.)
Ingame result: Once again, at the right extent of the bob:
Re: SLADE v3.0.2 final Released
Posted: Mon Aug 06, 2012 4:35 am
by Marisa the Magician
It's impossible for me to build it here on Linux. Seems to be due to the constant full rewrites of SFML in every minor update. <.<
Re: SLADE v3.0.2 final Released
Posted: Mon Aug 06, 2012 4:44 am
by sirjuddington
Saya-chan wrote:It's impossible for me to build it here on Linux. Seems to be due to the constant full rewrites of SFML in every minor update. <.<
What? The only major change to the SFML API is from 1.6 -> 2.0.
Re: SLADE v3.0.2 final Released
Posted: Mon Aug 06, 2012 6:01 am
by Nash
Gez wrote:I don't follow since aspect ratio correction stretches things vertically, it doesn't shrink them horizontally.
Slightly OT for this thread, but I recently discovered that the renderer does squash the display horizontally, as evident by some of my WIP screens.
Re: SLADE v3.0.2 final Released
Posted: Mon Aug 06, 2012 6:08 am
by Gez
Yeah, but that's GZDoom, which is its own brand of weirdness. I'm wondering if the same issues exist in plain old software-rendered ZDoom. (Or Eternity, PrBoom+, etc. SLADE 3 isn't GZLADE 3.)
Re: SLADE v3.0.2 final Released
Posted: Mon Aug 06, 2012 12:46 pm
by JPL
FYI, I gave SLADE a shout out during the panel I was on at Quakecon, "Celebrating id Modding", while answering a question about tools. I mentioned it was still in development though, so hopefully users don't show up expecting a fully finished thing
Video of the panel seems to be unavailable on the Quakecon youtube channel, but it should be up at some point.
Keep up the good work!
Re: SLADE v3.0.2 final Released
Posted: Mon Aug 06, 2012 2:26 pm
by Gez
Thanks! Startpage found it on Quaddicted's channel:
Re: SLADE v3.0.2 final Released
Posted: Tue Aug 07, 2012 3:41 am
by sirjuddington
Very cool hehe, pity that video doesn't show the screenshots Some very true points came up there, regarding the simplicity of Doom (and older games in general) modding compared to modern AAA titles.
Thanks for the mention (here's hoping the slade3 map editor will be done by the end of the year...)
Re: SLADE v3.0.2 final Released
Posted: Tue Aug 07, 2012 11:50 am
by Xtyfe
sirjuddington wrote:(here's hoping the slade3 map editor will be done by the end of the year...)