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Posted: Mon Aug 07, 2006 1:54 am
by Krillancello
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

Well, I'll redownload it and check again, but I'm pretty sure I didn't see any sources.
Posted: Mon Aug 07, 2006 2:02 am
by sirjuddington
There aren't any, that was just a beta version for people to test out. I'll release the source with the next version (probably won't bother with zip support just yet, so yeah all I need is to fix the crc problem).
Posted: Mon Aug 07, 2006 2:09 am
by Krillancello
Okay, I'll wait until then. (Like I have a choice.

) I'll be looking forward to not needing to run XWE through wine.
Posted: Mon Aug 07, 2006 8:07 am
by Cutmanmike
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 version

BTW now it's called SLumpEd, since I found there was already another doom-related program called Slump (some freedoom-compatible version of SLIGE).
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).
Posted: Thu Aug 10, 2006 12:03 pm
by sirjuddington
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
Posted: Thu Aug 10, 2006 12:31 pm
by Krillancello
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
Posted: Thu Aug 10, 2006 7:04 pm
by Shadelight
Finally! A wad editor has decent zip support! I've gotta try this out.
Posted: Thu Aug 10, 2006 8:49 pm
by beanenator
ITs got a better interface then xwe.
Great job im going use it
Posted: Thu Aug 10, 2006 9:55 pm
by sirjuddington
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.
Add this to main.h:
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
Posted: Thu Aug 10, 2006 11:27 pm
by chaoscentral
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)
Posted: Fri Aug 11, 2006 12:14 am
by Krillancello
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).
Posted: Fri Aug 11, 2006 12:38 am
by Bio Hazard
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
WTF so many parenthesis!
Code: Select all
#define max(a,b) (a>b?a:b)
#define min(a,b) (a<b?a:b)
Should work fine.
... Why do I care so much?

Posted: Fri Aug 11, 2006 12:39 am
by Krillancello
Bio Hazard wrote:... Why do I care so much?

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

Posted: Fri Aug 11, 2006 12:39 am
by sirjuddington
chaoscentral 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.
File->Set IWAD

(PWADs without a PLAYPAL lump get their palette from whatever is set as the 'current' IWAD)
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)
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: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
What's your cpu? It takes about 2 seconds for me (athlon 2500+).[/quote]
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'.
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: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).
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: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).
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.
Posted: Fri Aug 11, 2006 12:44 am
by Krillancello
SlayeR wrote: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).
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.
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 find

), but I dunno. I'll try that tomorrow I guess and see what happens.