SLumpEd (v0.5 release page 12)
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- Cutmanmike
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- sirjuddington
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- Cutmanmike
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Yeah that's the thing. I did that once but I accidently typed some crap into some map information (not mapinfo). Later, I foolishly saved and the map crashed every time I tried it. Luckily I keep backups so i'll let you off this oneSlayeR wrote:It's already kinda possible, just type the name while the lump list is hilighted. I was thinking of adding some kind of 'address bar' for quickly searching for/opening lumps.

- Ryan Cordell
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I was just thinking of a suggestion. For the Decorate text editor in SlumpED
Say there's the rare or often case (with some VERY experienced modders), that you have like long lines of code (100 or past. I've reached 438. =D)
Then there's the code that also is dependant by Jump functions, like A_JumpIfInventories, A_Jumps and such..
What I'm trying to say, if it would be possible to implent something such as:
You highlight the whole (In this case,) A_JumpIfInventory, and then hold down a button (I guess), then go to the state/sprite and highlight the frame, and it would show the number/frame so you can input into the JumpIfInventory function.
It would SERIOUSLY, SERIOUSLY help against counting all the frames in the weapon.
Say there's the rare or often case (with some VERY experienced modders), that you have like long lines of code (100 or past. I've reached 438. =D)
Then there's the code that also is dependant by Jump functions, like A_JumpIfInventories, A_Jumps and such..
What I'm trying to say, if it would be possible to implent something such as:
You highlight the whole (In this case,) A_JumpIfInventory, and then hold down a button (I guess), then go to the state/sprite and highlight the frame, and it would show the number/frame so you can input into the JumpIfInventory function.
It would SERIOUSLY, SERIOUSLY help against counting all the frames in the weapon.

- Ryan Cordell
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I don't write shopping lists all that often, but why not have //comments at the end of each set demarcating the number of frames you need to jump to get to that point?Blade Nightflame wrote:It's nothing short of suicide having to think up of a custom strategy or having to count all the frames seperately.
Or, have a /*comment*/ index marking out every five frames:
Code: Select all
TROO A 10
TROO A 10
TROO A 10
TROO A 10
/*5*/TROO A 10
TROO A 10
TROO A 10
TROO A 10
TROO A 10
/*5*/TROO A 10

Something like you're asking for will never happen, simply because of that's not how hilighting (at least in SLumpEd) works. So you need to find ways to make your life easier for yourself.

- Ryan Cordell
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(even if lesser suggestions get added..)
Mainly there would also be many Jump's also so you'd have to take those into account, but I was just requesting if this could be added, lest people try and find the right 'strategy' or 'method' to use (Which could take a bigger piece of time than needed.) for such insanely long codes.
But then again, it's the 'Minority vs. Majority' kinda thing, ain't it?
Mainly there would also be many Jump's also so you'd have to take those into account, but I was just requesting if this could be added, lest people try and find the right 'strategy' or 'method' to use (Which could take a bigger piece of time than needed.) for such insanely long codes.
But then again, it's the 'Minority vs. Majority' kinda thing, ain't it?
- TheDarkArchon
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Sir_Alien: That's what I did with Tainted Decorums minigun, which turned out a mess due me hacking in a proper spin-up/down method. It was only possible to do because of it or I would have lost my place with my jumps.
Last edited by TheDarkArchon on Sat Aug 26, 2006 7:29 pm, edited 1 time in total.
So, are you saying it's a good idea or a bad idea? I only suggested it cause I use it in ACS with long, multi-dimensional arrays and what-not.TheDarkArchon wrote:Sir_Alien: That's what I did with Tainted Decorums minigun, which turned out a mess due me hacking in a proper spin-up/down method.
I wouldn't have a clue how effective it is in DEC.
- TheDarkArchon
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- Krillancello
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Sir_Alien: Your first suggestion in regard to frame jump comments would look something like this?
Code: Select all
TROO A 10
TROO A 10
// Jump Here: 2
TROO A 10
TROO A 10
TROO A 10
TROO A 10
// Jump Here: 6
TROO A 10
// Jump Here: 7
TROO A 10
TROO A 10
TROO A 10
// Jump to End: 10