Well, I'll redownload it and check again, but I'm pretty sure I didn't see any sources.SlayeR wrote:It's wxWidgets so it should compile in linux. Has the same requirements as SLADE actually (wxWidgets+wxGLCanvas, wxScintilla). First though I need to fix this annoying crc problem
SLumpEd (v0.5 release page 12)
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.
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.
- Krillancello
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- sirjuddington
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- Krillancello
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- Cutmanmike
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I might have to love you for eternity if you can make this more stable than XWE and less limited than Wintex (And especially zip support).SlayeR wrote:Bit of a bump here, but I don't see the need to post a new thread for this question
So I have PNG offset loading/saving all working now, except for one thing, I can't generate the correct CRC for the grAb chunk. Using the code the PNG documentation gives doesn't seem to work. I was wondering if the source for randy's png tool is available, so I can see how it's done?
Once I get this done and (hopefully) zip support I'll release another versionBTW now it's called SLumpEd, since I found there was already another doom-related program called Slump (some freedoom-compatible version of SLIGE).
- sirjuddington
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Well I think it's about time for another release
It might not be 100% stable since I recently rewrote a lot of the internals of it, but from an hour or so testing I haven't come across any problems.
SLumpEd v0.2
SLumpEd v0.2 Source
Edit: Oh, and here's what's new:
- Name change to SLumpEd because there's already a doom-related
program called Slump
- Changed lump list to multi-column list showing size and lump type as well
- Gfx offsets are now modifiable (including PNG gfx)
- Much improved text editor, with syntax hilighting and autocomplete for
certain lumps
- Preliminary zip file support. Can open and export lumps from zips,
but can't save yet

SLumpEd v0.2
SLumpEd v0.2 Source
Edit: Oh, and here's what's new:
- Name change to SLumpEd because there's already a doom-related
program called Slump
- Changed lump list to multi-column list showing size and lump type as well
- Gfx offsets are now modifiable (including PNG gfx)
- Much improved text editor, with syntax hilighting and autocomplete for
certain lumps
- Preliminary zip file support. Can open and export lumps from zips,
but can't save yet
- Krillancello
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I tried copying over Jim's Makefile for SLADE and changing it a bit (replace instances of slade with slumped, and remove references to src/ since the sources were top-level)... make errored out, though; below is the output.
Code: Select all
hjuki slumped # make
g++ -c -O2 `wx-config --cxxflags` -Dstricmp=strcasecmp -Dstrnicmp=strncasecmp -DNO_MAP_VIEWER=1 -o cvar.o cvar.cpp
make: Warning: File `gfx_area.cpp' has modification time 2.6e+04 s in the future
g++ -c -O2 `wx-config --cxxflags` -Dstricmp=strcasecmp -Dstrnicmp=strncasecmp -DNO_MAP_VIEWER=1 -o gfx_area.o gfx_area.cpp
In file included from gfx_box.h:6,
from gfx_area.h:2,
from gfx_area.cpp:9:
misc.h: In member function `int rect_t::left()':
misc.h:186: error: `min' was not declared in this scope
misc.h: In member function `int rect_t::top()':
misc.h:187: error: `min' was not declared in this scope
misc.h: In member function `int rect_t::right()':
misc.h:188: error: `max' was not declared in this scope
misc.h: In member function `int rect_t::bottom()':
misc.h:189: error: `max' was not declared in this scope
misc.h: In member function `int rect_t::awidth()':
misc.h:194: error: `max' was not declared in this scope
misc.h:194: error: `min' was not declared in this scope
misc.h: In member function `int rect_t::aheight()':
misc.h:195: error: `max' was not declared in this scope
misc.h:195: error: `min' was not declared in this scope
gfx_area.cpp: In member function `virtual void GfxLumpArea::checkSave()':
gfx_area.cpp:122: warning: cannot pass objects of non-POD type `class string' through `...'; call will abort at runtime
make: *** [gfx_area.o] Error 1
- Shadelight
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- sirjuddington
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Add this to main.h:Krillancello wrote:I tried copying over Jim's Makefile for SLADE and changing it a bit (replace instances of slade with slumped, and remove references to src/ since the sources were top-level)... make errored out, though; below is the output.
Code: Select all
#ifndef max
#define max(a,b) (((a)>(b))?(a):(b))
#endif
#ifndef min
#define min(a,b) (((a)<(b))?(a):(b))
#endif
- chaoscentral
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ok, I got a couple things to say...
1. YAY way better than XWE but still lacking a bit and a couple bugs here and there
now on to the bugs(atleast i think they are)
2.In one of my older versions of the Doom 3 Weapons MOD, the graphics are displayed in black and white, not just some of them, but all of them.
3. Are sounds implemented yet, because they sure as heck dont display as sound, but rather as text(I'm not to sure on this one, because you didnt specufy)
4.I think Doom2.wad take forever to open(I think mine isnt opening for some reason) It takes a few seconds in XWE, and so far I'm going into about 50 seconds and still nothing
Other than that, I think its great, I love the Zip and PK3 support, as well as the autosense editor for the text based lumps. Keep up the great work, I'm loving this
All and all, once the bugs are worked out, this seems to replace XWE for me.(the only thing why its not right now, is the 3 reasons above)
1. YAY way better than XWE but still lacking a bit and a couple bugs here and there
now on to the bugs(atleast i think they are)
2.In one of my older versions of the Doom 3 Weapons MOD, the graphics are displayed in black and white, not just some of them, but all of them.
3. Are sounds implemented yet, because they sure as heck dont display as sound, but rather as text(I'm not to sure on this one, because you didnt specufy)
4.I think Doom2.wad take forever to open(I think mine isnt opening for some reason) It takes a few seconds in XWE, and so far I'm going into about 50 seconds and still nothing
Other than that, I think its great, I love the Zip and PK3 support, as well as the autosense editor for the text based lumps. Keep up the great work, I'm loving this
All and all, once the bugs are worked out, this seems to replace XWE for me.(the only thing why its not right now, is the 3 reasons above)
- Krillancello
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SlayeR: I had to add the min/max code you posted to misc.h rather than main.h (maybe you put the wrong one in your post?). Also, the program segfaults unless the current directory contains the res directory, which isn't included in the source; I downloaded the binary zip you linked, unzipped it in ~/.slumped, cd'd to ~/.slumped, ran it, and it worked fine.
Edit: One bug I've noticed is that everything's lump type in Wolf3D.pk3 (AFADoomer's Wolfenstein 3D TC) is listed as 'Text' until it's selected, at which point it becomes 'PNG' for PNGs, 'Graphic' for .lmp graphics... the music lmp's, sound wav's and map wad's stay as 'Text'.
Edit 2: A couple feature suggestions: right-clicking on entries at the left giving an option list, and a close button on the tabs or tab bar (maybe with a preference to toggle between one, the other and completely disabled when preferences are implemented).
Edit 3: Trying to rename a lump causes a segfault, as does right-clicking in the list of entries three times (right-clicking one entry selects the entry, another selects that entry, a third segfaults the app).
Edit: One bug I've noticed is that everything's lump type in Wolf3D.pk3 (AFADoomer's Wolfenstein 3D TC) is listed as 'Text' until it's selected, at which point it becomes 'PNG' for PNGs, 'Graphic' for .lmp graphics... the music lmp's, sound wav's and map wad's stay as 'Text'.
Edit 2: A couple feature suggestions: right-clicking on entries at the left giving an option list, and a close button on the tabs or tab bar (maybe with a preference to toggle between one, the other and completely disabled when preferences are implemented).
Edit 3: Trying to rename a lump causes a segfault, as does right-clicking in the list of entries three times (right-clicking one entry selects the entry, another selects that entry, a third segfaults the app).
- Bio Hazard
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WTF so many parenthesis!SlayeR wrote:Code: Select all
#ifndef max #define max(a,b) (((a)>(b))?(a):(b)) #endif #ifndef min #define min(a,b) (((a)<(b))?(a):(b)) #endif
Code: Select all
#define max(a,b) (a>b?a:b)
#define min(a,b) (a<b?a:b)
... Why do I care so much?

- Krillancello
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The power of Linux.Bio Hazard wrote:... Why do I care so much?


And yes, it compiled the same when I replaced the lines with the ones you gave.

Last edited by Krillancello on Fri Aug 11, 2006 12:42 am, edited 1 time in total.
- sirjuddington
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File->Set IWADchaoscentral wrote:2.In one of my older versions of the Doom 3 Weapons MOD, the graphics are displayed in black and white, not just some of them, but all of them.

Nope, not implemented yet. At the moment all unknown lumps are viewed as text. Eventually I'll add a hex dump or something.chaoscentral wrote:3. Are sounds implemented yet, because they sure as heck dont display as sound, but rather as text(I'm not to sure on this one, because you didnt specufy)
What's your cpu? It takes about 2 seconds for me (athlon 2500+).[/quote]chaoscentral wrote:4.I think Doom2.wad take forever to open(I think mine isnt opening for some reason) It takes a few seconds in XWE, and so far I'm going into about 50 seconds and still nothing
That's because it doesn't determine all lump types upon loading the wad. I'll add an option to do this though (it'd make opening large wads take much longer though).Krillancello wrote:One bug I've noticed is that everything's lump type in Wolf3D.pk3 (AFADoomer's Wolfenstein 3D TC) is listed as 'Text' until it's selected, at which point it becomes 'PNG' for PNGs, 'Graphic' for .lmp graphics... the music lmp's, sound wav's and map wad's stay as 'Text'.
Right click context menus are planned. I'm not sure I can add close buttons to the tabs themselves though. Just use the 'close wad' toolbar button.Krillancello wrote:A couple feature suggestions: right-clicking on entries at the left giving an option list, and a close button on the tabs or tab bar (maybe with a preference to toggle between one, the other and completely disabled when preferences are implemented).
I can't get it to crash doing that on windows. It's strange since I haven't set it to do anything upon right clicking.Krillancello wrote:Trying to rename a lump causes a segfault, as does right-clicking in the list of entries three times (right-clicking one entry selects the entry, another selects that entry, a third segfaults the app).
- Krillancello
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- Joined: Sat Nov 27, 2004 12:39 am
- Location: Teh Intarwebivurs
Well, when I did my 'make' it complained about detecting a clock skew... my friend said the only way he's seen to fix that is copying the right timezone file to /etc/localtime and rebuilding the kernel... it may have caused some of the bugs I found (and/or other bugs I didn't findSlayeR wrote:I can't get it to crash doing that on windows. It's strange since I haven't set it to do anything upon right clicking.Krillancello wrote:Trying to rename a lump causes a segfault, as does right-clicking in the list of entries three times (right-clicking one entry selects the entry, another selects that entry, a third segfaults the app).
