SLumpEd (v0.5 release page 12)

Archive of the old editing forum
Forum rules
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.
Locked
User avatar
Cutmanmike
Posts: 11353
Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom
Contact:

Post by Cutmanmike »

Another suggestion. XWE style "Quick Find" for lumps. Often i've accidently typed into the lump when trying to browse for one.
User avatar
sirjuddington
Posts: 1030
Joined: Wed Jul 16, 2003 4:47 am
Location: Australia
Contact:

Post by sirjuddington »

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.
User avatar
Cutmanmike
Posts: 11353
Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom
Contact:

Post by Cutmanmike »

SlayeR 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.
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 one :P
User avatar
Ryan Cordell
Posts: 4349
Joined: Sun Feb 06, 2005 6:39 am
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia (Modern GZDoom)
Location: Capital of Explodistan

Post by Ryan Cordell »

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. :(
User avatar
Zippy
Posts: 3302
Joined: Wed Mar 23, 2005 5:31 pm
Location: New Jersey

Post by Zippy »

Except it would become worthless as soon as custom state labels are implemented. Once those are in you'll never need offset based jumps again.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49234
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

not to mention that implementing that in an editor is not that simple - in fact, adding custom labels to ZDoom is probably easier.
User avatar
Ryan Cordell
Posts: 4349
Joined: Sun Feb 06, 2005 6:39 am
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia (Modern GZDoom)
Location: Capital of Explodistan

Post by Ryan Cordell »

It's nothing short of suicide having to think up of a custom strategy or having to count all the frames seperately. Especially when the code is WAY larger than the standard. Even for a weapon noob like me. :?
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49234
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

Too bad for you - but this has no place whatsoever in a generic lump management tool.
User avatar
Sir_Alien
Posts: 863
Joined: Sun Aug 29, 2004 6:15 am
Location: Sydney, Australia
Contact:

Post by Sir_Alien »

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.
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?

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
Comments yield a whole range of possibilities with only a small amount of effort involved. :)

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. ;)
User avatar
Ryan Cordell
Posts: 4349
Joined: Sun Feb 06, 2005 6:39 am
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia (Modern GZDoom)
Location: Capital of Explodistan

Post by Ryan Cordell »

(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?
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Post by TheDarkArchon »

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.
User avatar
Sir_Alien
Posts: 863
Joined: Sun Aug 29, 2004 6:15 am
Location: Sydney, Australia
Contact:

Post by Sir_Alien »

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.
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.

I wouldn't have a clue how effective it is in DEC.
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Post by TheDarkArchon »

Clarified my last post. Personally, though I used the state label rather than a number.
User avatar
Sir_Alien
Posts: 863
Joined: Sun Aug 29, 2004 6:15 am
Location: Sydney, Australia
Contact:

Post by Sir_Alien »

TheDarkArchon wrote:Clarified my last post. Personally, though I used the state label rather than a number.
Okay, I just wasn't sure by the original wording whether or not you were saying it became a mess because of the indexing method. ;)

And yeah, label or number, either or... :)
User avatar
Krillancello
Posts: 309
Joined: Sat Nov 27, 2004 12:39 am
Location: Teh Intarwebivurs

Post by Krillancello »

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
Locked

Return to “Editing (Archive)”