SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)

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disposable_username2
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Re: SLADE v3.0.2 final Released

Post by disposable_username2 »

Gez wrote:I'm not really surprised that this file in particular would cause problems, since it was pretty much what it was designed to do.
Can this be fixed?
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Tapwave
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Re: SLADE v3.0.2 final Released

Post by Tapwave »

disposable_username2 wrote:
Gez wrote:I'm not really surprised that this file in particular would cause problems, since it was pretty much what it was designed to do.
Can this be fixed?
Why would you want a fix for a file that was supposed to be utterly useless and unusable?
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Re: SLADE v3.0.2 final Released

Post by Gez »

disposable_username2 wrote:Can this be fixed?
That's what I'm looking into. Thanks for making me download a 1-gb Terrywad, by the way. :P
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Re: SLADE v3.0.2 final Released

Post by NeuralStunner »

Gez wrote:1-gb Terrywad
New taunts! Alriiiiiight! :mrgreen:
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Re: SLADE v3.0.2 final Released

Post by Gez »

So far, I've found one issue that can't be fixed: opening infebase.zip (the 1.2 mb file containing the huge one) provokes an unhandled exception right inside a wxWidgets function (wxZipInputSteam::Read(), if you're curious) and so as long as we're using wx code to handle zips, that's just one other limitation we'll have to live with.

And guess what, the second half of the problem, if trying to open an extracted infebase.pk3 directly, happens in... wxFile::Read().
disposable_username2
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Re: SLADE v3.0.2 final Released

Post by disposable_username2 »

Gez wrote:And guess what, the second half of the problem, if trying to open an extracted infebase.pk3 directly, happens in... wxFile::Read().
Hm. Does this mean that programs that use wxWidgets can't open big files? That'd be a serious bug... If you report it, maybe they'll fix it.
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Re: SLADE v3.0.2 final Released

Post by cq75 »

Is there another function to open larger files?

If not, the developers may have intended for the read() method to work with any size of file, and it's possible that a recent change has broken the function without their knowledge.
Edward-san
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Re: SLADE v3.0.2 final Released

Post by Edward-san »

Hi, I've taken the initiative and made a code analysis check with cppcheck.

The results are saved in the file I'll attach here.

Can you do me a favor and report in a different file the false positive ones (with, if possible, a detailed explanation)? I don't have the time to analyze it and also I don't know a lot about the code.
sladecpchkresults.txt
It took a lot less time, against zdoom (that one took almost 3 days with my laptop active day and night). WTH?
(31.76 KiB) Downloaded 42 times
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Re: SLADE v3.0.2 final Released

Post by riderr3 »

r.1021 is crashed when opening any map

code
Spoiler:
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sirjuddington
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Re: SLADE v3.0.2 final Released

Post by sirjuddington »

Edward-san wrote:Hi, I've taken the initiative and made a code analysis check with cppcheck.

The results are saved in the file I'll attach here.

Can you do me a favor and report in a different file the false positive ones (with, if possible, a detailed explanation)? I don't have the time to analyze it and also I don't know a lot about the code.
sladecpchkresults.txt
Heh, not sure I have time to go through all of that, but I looked at the memory leaks at least, and while most of them were very rare cases not really worth fixing (leaking memory when the function bombs out due to an error), a couple of them were legit (namely the ones in the doom format gfx loaders).
riderr3 wrote:r.1021 is crashed when opening any map

code
Spoiler:
Hmm, I'm not 100% sure what is causing that, but try r1022, I changed something that might fix it.
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Re: SLADE v3.0.2 final Released

Post by sirjuddington »

Here's a couple more WIP shots of the map editor (just to show that it's still coming along slowly). Been working on things mode stuff lately.

http://slade.mancubus.net/dev/3/s3me_ui4.png: Basic things mode view
http://slade.mancubus.net/dev/3/s3me_ui5.png: 'Show things as sprites' option from previous versions of SLADE is back (something I miss when using db2, sometimes)
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riderr3
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Re: SLADE v3.0.2 final Released

Post by riderr3 »

Great :o
What's with future plans of editor 3D mode? Can it use OpenGL or software renderer? SLADE2 has good 3D mode long time ago :)
disposable_username2
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Re: SLADE v3.0.2 final Released

Post by disposable_username2 »

sirjuddington wrote:http://slade.mancubus.net/dev/3/s3me_ui5.png: 'Show things as sprites' option from previous versions of SLADE is back (something I miss when using db2, sometimes)
I see that selected things are encircled? It doesn't allow to see whether they are stuck in the wall :-( I hope that there would be an option to show their bounding boxes instead (as in Slade2)
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sirjuddington
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Re: SLADE v3.0.2 final Released

Post by sirjuddington »

riderr3 wrote:Great :o
What's with future plans of editor 3D mode? Can it use OpenGL or software renderer? SLADE2 has good 3D mode long time ago :)
It'll likely be pretty similar to the SLADE2 3d mode, with some of the DB2 features I find nice, and a few extra I've thought of. No software renderer though, that would be a bit too difficult to implement. Unless someone else wants to :P
disposable_username2 wrote:
sirjuddington wrote:http://slade.mancubus.net/dev/3/s3me_ui5.png: 'Show things as sprites' option from previous versions of SLADE is back (something I miss when using db2, sometimes)
I see that selected things are encircled? It doesn't allow to see whether they are stuck in the wall :-( I hope that there would be an option to show their bounding boxes instead (as in Slade2)
Yeah I can see your point. I just added a cvar to show things as squares instead, which serves this purpose and as a 'low detail' mode.
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Syfo-Dyas
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Re: SLADE v3.0.2 final Released

Post by Syfo-Dyas »

Is Slade designed for modern source ports with Hi-Res Textures and what not, or can it be used as a WinTex replacement for use with Vanilla DOOM, BOOM, and the like?
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