SLADE v1.11 Released
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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.
Not true. glBSP 2.20 does support non-standard map names. To do this instead of creating a marker lump such as eg GL_E1M1 it instead creates a lump called GL_LEVEL. Inside that lump is a simple label=value named pair as normal text. One of the labels is LEVEL, that value is the regular marker lump the gl node data is for.Yeah I said glbsp doesn't like non-standard map names. Which IMO is pretty stupid but whatever. Maybe I'll recompile it without that limitation for SLADE.
However this only works when your using external GWA files...
More feature requests. Hope you're putting all these into some kind of to-do list or something. 
*Ability to run map. And set command line options etc. Like in DoomBuilder.
*Ability to open maps without BEHAVIOR lumps (SLADE complains when I want to load non-ZDoom maps when my configuration is set to ZDoom)
*Ability to run map. And set command line options etc. Like in DoomBuilder.
*Ability to open maps without BEHAVIOR lumps (SLADE complains when I want to load non-ZDoom maps when my configuration is set to ZDoom)
- sirjuddington
- Posts: 1030
- Joined: Wed Jul 16, 2003 4:47 am
- Location: Australia
- Contact:
Strange, the "Failed to build GL Nodes" message only appears when the GWA file isn't generated. So it's actually glbsp going wrong here, not SLADE. Here's the glbsp output:Not true. glBSP 2.20 does support non-standard map names. To do this instead of creating a marker lump such as eg GL_E1M1 it instead creates a lump called GL_LEVEL. Inside that lump is a simple label=value named pair as normal text. One of the labels is LEVEL, that value is the regular marker lump the gl node data is for.
However this only works when your using external GWA files...
Code: Select all
Opened PWAD file : sladetemp.wad
Reading 8 dir entries at 0x230
Warning: Bad level name `MAP100' in wad (too long)
Warning: Level lump `THINGS' found outside any level
Warning: Level lump `LINEDEFS' found outside any level
Warning: Level lump `SIDEDEFS' found outside any level
Warning: Level lump `VERTEXES' found outside any level
Warning: Level lump `SECTORS' found outside any level
Warning: Level lump `BEHAVIOR' found outside any level
Warning: Level lump `SCRIPTS' found outside any level
Error: No levels found in wad !
I've wanted to add something like that for a while. It wouldn't look like that though since that would require the gl nodes to be built. If I added it it'd just be an option to set the background to a certain texture (would be useful for aligning map geometry to the texture).Hey Slayer, think you can make the 2-d map editor actually LOOK like that logo?
Being able to see the flats would look cool. Like BUILD's automap!
Not that it's a needed feature. Just a fancy cosmetic nice-to-have. Still, would look cool though.
The first one is planned, the second would require me to bundle zdwadconv.exe with SLADE as well, so if people don't have a problem with there being yet another exe file in the SLADE folder, it's in*Ability to run map. And set command line options etc. Like in DoomBuilder.
*Ability to open maps without BEHAVIOR lumps (SLADE complains when I want to load non-ZDoom maps when my configuration is set to ZDoom)
With the way I have things set up now, that would be impossible. Or at least quite a bit of work to do.And it runs beautifully, cept for one thing that I think should be added- 3D windowed mode.
- sirjuddington
- Posts: 1030
- Joined: Wed Jul 16, 2003 4:47 am
- Location: Australia
- Contact:
Works for me. DV MAP05 anyway, haven't tried zdcmp1. However, in that map it takes forever to build the nodes and setup the 3d structures. And 3d mode runs terribly slow tooI've found that I can't enter 3D mode with large maps (ZDCMP1, DV map05, etc). It stopped while making GL nodes...
I honestly think the 3-d mode is a little bit slow for me.
I'm so used to DoomBuilder's fast 3-d mode.
Also, an annoying thing with SLADE's 3-d mode is that the framerate isn't capped, so in low-detail places the FPS is lighting fast, then I move forward for a bit and it'll crawl.
Maybe add an FPS limit?
I'm so used to DoomBuilder's fast 3-d mode.
Also, an annoying thing with SLADE's 3-d mode is that the framerate isn't capped, so in low-detail places the FPS is lighting fast, then I move forward for a bit and it'll crawl.
Maybe add an FPS limit?
- sirjuddington
- Posts: 1030
- Joined: Wed Jul 16, 2003 4:47 am
- Location: Australia
- Contact:
I had one in before. I'll add an option to enable it, although it probably won't help with the fps fluxuations much.Maybe add an FPS limit?
Not sure what you mean for the first one. The second can be done through slade.cfg, just create duplicate 'view_zoomin' and 'view_zoomout' entries in the 'key_binds' section. I'll add the ability to define multiple bindings from the dialog eventually-Grid size modifier
-multiple bindings (I'd like my - and MWheelDown to both zoom out k)
key "view_zoomin" "+" 0
key "view_zoomout" "-" 0
key "view_zoomin" "MWheel Up" 0
key "view_zoomout" "MWheel Down" 0

