Ok that's good. I think that also confirms that SFML 2.4.1 is the likely culprit, probably something to do with this.Use3d wrote:Wow I don't know what's changed but the older version seems to work perfectly. Thanks for the tip! I only really need it for light texture work and graphics, so even if this version is a little buggy I can work with that!
SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
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Re: SLADE Discussion - Latest release: v3.1.1.5 (18/Jan/2017
Re: SLADE Discussion - Latest release: v3.1.1.5 (18/Jan/2017
The console log only displays OpenGL info when OpenGL is initialized -- looking at a graphic or a map.
Re: SLADE Discussion - Latest release: v3.1.1.5 (18/Jan/2017
Is there any chance to integrate an MD2 & MD3 model viewer inside SLADE? Would be useful to just browse models and also have some light editing capabilities like editing the embedded texture paths, preview animation, etc.
Re: SLADE Discussion - Latest release: v3.1.1.5 (18/Jan/2017
It's one of the features that might happen eventually.
- Kappes Buur
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Re: SLADE Discussion - Latest release: v3.1.1.5 (18/Jan/2017
Similar to Use3d's issue, 3.1.1.5 does not display the TEXTURE1 editor properly
Spoiler:while resizing the Slade3 area I get quite the slideshow with flickering bars.
Spoiler:Same with 3.1.1.4 .
Re: SLADE Discussion - Latest release: v3.1.1.5 (18/Jan/2017
OpenGL version?
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Re: SLADE Discussion - Latest release: v3.1.1.5 (18/Jan/2017
I have absolutely no idea what could be happening there
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Re: SLADE Discussion - Latest release: v3.1.1.5 (18/Jan/2017
It appears that Slade3 is selective as how to display the TEXTURE1 editor for different pwads.
Some are displayed correctly, others not.
For example, I loaded two pwads, Interception and Pirates!.wad.
Whereas the TEXTURE1 editor in Interception works properly, in Pirates! it is mangled, just as above,
trying to display a TYPE column.
Some are displayed correctly, others not.
For example, I loaded two pwads, Interception and Pirates!.wad.
Whereas the TEXTURE1 editor in Interception works properly, in Pirates! it is mangled, just as above,
trying to display a TYPE column.
Spoiler:
Re: SLADE Discussion - Latest release: v3.1.1.5 (18/Jan/2017
Currently trying to get SLADE 3 to compile with VC++ 2015.
Last edited by Gez on Mon Feb 20, 2017 2:24 pm, edited 1 time in total.
Re: SLADE Discussion - Latest release: v3.1.1.5 (18/Jan/2017
Is there any possibility that the color remap dialogue could be altered to show all palettes in a more traditional layout?
Currently it looks like this:
The kind of thing that I envisage is a bit like this:
So, any chance? Pretty please with cherries on top?
Currently it looks like this:
Spoiler:It's the "Origin Range" and "Target Range" palettes that cause me grief. I find it much harder to select suitable ranges than I would do if the palettes were all laid out like the "Resulting Palette". That range of pale browns (index 128 to 151) in particular causes me problems. It's split in a very unhelpful way versus how it's laid out in the square palette IMO.
The kind of thing that I envisage is a bit like this:
Spoiler:Now, I'm not saying that's perfect. In fact it almost certainly isn't but it shows the kind of setup that I would find far more friendly to use versus the current one.
So, any chance? Pretty please with cherries on top?

Re: SLADE Discussion - Latest release: v3.1.1.5 (18/Jan/2017
I agree it'd be more legible.
- zrrion the insect
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Re: SLADE Discussion - Latest release: v3.1.1.5 (18/Jan/2017
being able to zoom/pan the preview would be pretty cool as well, while we're spitballing ideas
Re: SLADE Discussion - Latest release: v3.1.1.5 (18/Jan/2017
...aaaaand, if a number of sprites are selected, I don't *think* it's possible to step through the different sprites in the preview. It always just seems to show the first one.
If an entire enemy set is selected, it would be useful to be able to step through them all in the preview so that you can see how well the translation works for all the images selected (curse those stray pixels in different colours that I always seem to miss when defining translations and/or using this dialogue to modify sprites). I think that the only way to do this right now is to step in and out of the dialogue on a sprite-by-sprite basis and setup and look at each one separately.
If an entire enemy set is selected, it would be useful to be able to step through them all in the preview so that you can see how well the translation works for all the images selected (curse those stray pixels in different colours that I always seem to miss when defining translations and/or using this dialogue to modify sprites). I think that the only way to do this right now is to step in and out of the dialogue on a sprite-by-sprite basis and setup and look at each one separately.
Re: SLADE Discussion - Latest release: v3.1.1.5 (18/Jan/2017
Trying to compile SLADE is like pulling teeth. 2538 errors, most of them being unresolved externals because it doesn't link right with wxWidgets. Despite it being a fresh new download of the version appropriate for the compiler and platform. Augh!