zWad

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
DaniJ
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Post by DaniJ »

Graf Zahl wrote:ZDoom recognizes maps without SEGS, SSECTORS and NODES lumps.
I guess it would be best to do the same in Doomsday then.
ZDoom first tries to read the map header as a BUILD format map and if that fails doesn't care about it any further
I take it they are clearly identifiable as such?
But GZDoom uses it for FraggleScript.
Is that an extension supported from Legacy (in which case I'll go quiz Pate or Hurdler about it) or a method to get ACS & FraggleScript to coexist in the same map data (without requiring a new map data lump)?
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Graf Zahl
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Post by Graf Zahl »

Build maps are apparently identifiable enough. Look for the function P_LoadBuildMap to see how it is done.

I added FraggleScript primarily to play Legacy maps so logically I had to use the method to store it which was originally designed by Fraggle. Putting it in the level header was not my idea but since it doesn't collide with anything else it is as good a place as anywhere else.
DaniJ
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Post by DaniJ »

Thanks for the info.

I'm not interested in adding FraggleScript support in Doomsday at this time (far more important stuff to do) but where might I find the logic to detect it's presence in GZDoom?
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Graf Zahl
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Post by Graf Zahl »

The function P_SetupLevel calls T_LoadLevelInfo. This function can be found in fragglescript/t_load.cpp. The code in there is not the nicest though because SMMU originally intended the lump to contain more data than just some level variables and FraggleScript.
DaniJ
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Post by DaniJ »

Graf Zahl wrote:ZDoom recognizes maps without SEGS, SSECTORS and NODES lumps.
DaniJ wrote:I guess it would be best to do the same in Doomsday then.
Done for 1.9.0.
The function P_SetupLevel calls T_LoadLevelInfo. This function can be found in fragglescript/t_load.cpp. The code in there is not the nicest though because SMMU originally intended the lump to contain more data than just some level variables and FraggleScript.
Cheers, I'll take a look.
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sirjuddington
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Post by sirjuddington »

Nash wrote:Slayer if you're reading this: add support for true colour PNGs?
That's already in ;) It will load any GTK supported PNGs from within TX_START and TX_END, true-colour or not. The next version of SLADE looks like it'll be finished sometime this month. Now looking sooner rather than later seeing all the support I'm getting here :P

Heh, and on the topic of xWAD/lump managers, I started writing a wxWidgets lump manager a while ago. It's actually about as usable as SWad (my old VB lump manager) at the moment :P I actually have a question of people about this. At the moment I'm using an MDI-style UI for it, but I'm considering switching to a tabbed UI. Which would be better? The tabbed UI would look pretty much like XWE, but with tabs for multiple wads. The MDI is more like wintex, with a main window and seperate windows for each open wad file.
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Nash
 
 
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Post by Nash »

I prefer the XWE-style interface.

Tabs also make it more manageable. I don't like multiple windows open... it also makes the taskbar at the bottom of the screen look messy and confusing.
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Post by Nash »

SlayeR wrote:It will load any GTK supported PNGs from within TX_START and TX_END, true-colour or not.
TX_ namespace only? How about regular patches and textures?
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Grubber
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Post by Grubber »

@Slayer: Why not making it user-configurable? (just FYI I prefer tabs)
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justin024
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Post by justin024 »

The only annoyance I could see with using folders instead of WADs is needing a seperate folder for each map. But otherwise it would be much better. Zip files are partially on this path since files can be drag/dropped to a .ZIP in the shell. Is there a .wad tool which is integrated into the shell?

[offtopic?] I rewrote part of the .WAD loading code so that they load much quicker. Doom2.wad can now be loaded in about 5 seconds instead of 25 seconds (copying the directory into a new string array was eating up time and memory!). I doubt that this will become a tabbed app, an MDI interface is more likely. Also, I am looking at some of the special lumps in order to write an editor for them (THINGS editor for example).
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justin024
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Post by justin024 »

Here is a teaser pic
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Doomguy0505
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Post by Doomguy0505 »

Looking at that picture I think I might be able to stand it (unlike WinTex and the other lump editors)
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TheDarkArchon
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Post by TheDarkArchon »

Looks like an XWE ripoff.....
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Cutmanmike
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Post by Cutmanmike »

If it doesn't corrupt wads as often as XWE does i'll gladly play with it
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randi
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Post by randi »

I have split the discussion about Doomsday and ZIPs to a new topic, since it was getting quite large.
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