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Re: SLADE v3.0.2 final Released
Posted: Wed Aug 08, 2012 4:03 pm
by NeuralStunner
1344: Still can't play OGG Vorbis. Isn't it beautiful when libraries just plain don't work?
Also, I feel obligated to point out that the new statusbar line/HUD offset options (Heretic, Hexen) are basically useless. Again, the actual height of the status bar has nothing to do with the weapon position (other than how it affects the game view as a whole).
A +32 offset puts a weapon sprite flush against the bottom in fullscreen. Anything above 32 is going to leave a gap without resorting to YOffset in the Decorate code. (In that case you'd know what you're doing, and don't need the extra guide. In other cases it's simply going to mislead modders. "I gave my Heretic weapon the right offset but it has a gap in game. What'd I do wrong? :/") All the extra "status bar" lines are just clutter, as well.
Re: SLADE v3.0.2 final Released
Posted: Wed Aug 08, 2012 6:36 pm
by sirjuddington
Xtyfe wrote:sirjuddington wrote:(here's hoping the slade3 map editor will be done by the end of the year...)
So, the possibility is high?

Not really, just means I'd like it to be

Re: SLADE v3.0.2 final Released
Posted: Fri Aug 10, 2012 3:21 pm
by Sir Cyril Fudgelot
Hello. Thank you for your work on Slade. I love it, and it is my editor of choice.
I was wondering if you could put in a feature to autocrop PNGs without changing their relative offsets. There are some animations that have a bounding box large enough that the entire animation is contained within it, and that the animation works properly when the bounding box is not moved. This leads to a much bigger bounding box than it needs to be. It would be handy to autocrop all these bounding boxes to save space (after aligning them easily using the larger bounding boxes).
I could send an example if I'm not making sense.
Glad you got a shoutout at quakecon!
Re: SLADE v3.0.2 final Released
Posted: Fri Aug 10, 2012 3:33 pm
by Gez
I think I get what you mean, but a ready-made example is always better to work with than having to create one first.
Re: SLADE v3.0.2 final Released
Posted: Tue Aug 14, 2012 2:09 pm
by Sir Cyril Fudgelot
Very well.
Included is the Dragonfly from Might and Magic 7. Notice that its image size is larger than it needs to be in almost all cases, but that the dimensions of each image is the same size in all frames, and that when the frame offset is identical in all frames, the frames line up as the animator intended. While I could write a quick program to crop a PNG to the correct dimensions to save space, if I were to import all the frames in after cropping them, I would then have to manually assign the frame offsets. As it stands now, I can just import them all at once and assign the offsets once, at the cost of an inflated file-size.
It would be very handy if I had an option to "crop all frames", which would crop the bounding boxes to the smallest possible size, saving space, while at the same time preserving the position of the image on the screen so that after cropping, the pixels are drawn in the same place.
Hope that helps. Thanks for looking into this.
Edit: the file was too big. Seeking alternate hosting...
Edit 2.0: Dragonfly now found at:
https://rapidshare.com/files/256316389/MM7Dragonfly.wad
Re: SLADE v3.0.2 final Released
Posted: Wed Aug 15, 2012 6:18 pm
by Enjay
Not sure if I have mentioned this before or not. I know I mentioned something about mods... but oggs?
Anyway, I get this when I click on ogg lumps:
r1344 - though it has been happening for a while. If I click yes, the player fails to play the sound (silence and the progress thingy doesn't move)
As far as I can tell, despite the message, the file is an ogg. Media Player Classic plays it and it looks to have the same kind of information in it that I am used to with oggs when I open it in a hex editor. The file in the screenshot is from the just released creepmod.
http://forum.zdoom.org/viewtopic.php?f=37&t=33756
Re: SLADE v3.0.2 final Released
Posted: Wed Aug 15, 2012 6:34 pm
by Xtyfe
I was wondering about that too, I also have that problem
Re: SLADE v3.0.2 final Released
Posted: Wed Aug 15, 2012 6:37 pm
by Blue Shadow
Why is it using Windows Media Player to play the sound in the first place?
Re: SLADE v3.0.2 final Released
Posted: Wed Aug 15, 2012 6:39 pm
by sirjuddington
Shouldn't be using the media player fallback for oggs, no. Works fine for me (tm)
Re: SLADE v3.0.2 final Released
Posted: Wed Aug 15, 2012 7:19 pm
by Kappes Buur
Gez wrote:You mean you don't see the "Edit level script" button?
Speaking thereof.
While I do have the "Edit level script" button, clicking on it some text flashes by and then nothing ....
Re: SLADE v3.0.2 final Released
Posted: Thu Aug 16, 2012 1:47 am
by Enjay
sirjuddington wrote:Shouldn't be using the media player fallback for oggs, no. Works fine for me (tm)
Is there an option somewhere I can change? I can't see one.
The ability to quickly scroll through sounds is one of the things I like about SLADE. If it fails to play OGG files, it severely limits the usefulness of SLADE in this regard.

Re: SLADE v3.0.2 final Released
Posted: Thu Aug 16, 2012 2:14 am
by Gez
Kappes Buur wrote:Gez wrote:You mean you don't see the "Edit level script" button?
Speaking thereof.
While I do have the "Edit level script" button, clicking on it some text flashes by and then nothing ....
The text that flashes is what the text editor last showed before it's refreshed with the actual content.
As for the nothing, it's simply because there is nothing in the level header. Size: 0 bytes.
Re: SLADE v3.0.2 final Released
Posted: Thu Aug 16, 2012 10:50 am
by Kappes Buur
For the uninitiated to Fragglescript, such as myself, the button ' Edit Level Script ' is somewhat misleading,
since it can be associated with a shortcut to the SCRIPTS lump.
As the WIKI mentions that it can be used to store other information as well, it may be better called ' Header-Info ' or some such.
Re: SLADE v3.0.2 final Released
Posted: Thu Aug 16, 2012 10:51 am
by Gez
"Hdr-Info" is a ugly and clunky name, which isn't used in any documentation that I know of, so I do not agree.
There is no need for a shortcut to the SCRIPTS lump, since there is the SCRIPTS lump below.
Re: SLADE v3.0.2 final Released
Posted: Thu Aug 16, 2012 11:09 am
by Kappes Buur
Gez wrote:There is no need for a shortcut to the SCRIPTS lump, since there is the SCRIPTS lump below.
I didn't mention, at all, that you should make a shortcut to SCRIPTS.
All I said was, that it could be misinterpreted as a shortcut to SCRIPTS. The Script in ' Edit Level Script ' is misleading.