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

Any utility that assists in the creation of mods, assets, etc, go here. For example: Ultimate Doom Builder, Slade, WadSmoosh, Oblige, etc.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
disposable_username2
Posts: 168
Joined: Tue Mar 08, 2011 1:25 pm

Re: SLADE v3.0.2 final Released

Post by disposable_username2 »

riderr3 wrote:Things not shown on map in r1111? They appear as "?" signs
http://forum.zdoom.org/viewtopic.php?p=588476#p588476 ?
disposable_username2
Posts: 168
Joined: Tue Mar 08, 2011 1:25 pm

Re: SLADE v3.0.2 final Released

Post by disposable_username2 »

sirjuddington wrote:
disposable_username2 wrote:EDIT: Can the direction arrows scale with Thing radius also?
That is what I originally had, but it doesn't look too good. Are they too small or too big? I can change the overall size easily enough. Or maybe make it a cvar.
They are mostly ok except Strife rats, where they are bigger than rat itself. The size could be proportional to object radius, but no more than X units (whatever ithey're now).
Also, is using invisible padding zeros for numbers feasible?
User avatar
Gothic
Posts: 811
Joined: Thu Jun 16, 2011 6:49 pm

Re: SLADE v3.0.2 final Released

Post by Gothic »

I have a problem, why I cann't play music in midi format and flac sounds?
User avatar
Tormentor667
Posts: 13556
Joined: Wed Jul 16, 2003 3:52 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany
Contact:

Re: SLADE v3.0.2 final Released

Post by Tormentor667 »

Feature Request: Exporting textures from the TEXTUREx lump that automatically combines all the patches and creates a .PNG (or whatelse), possible? Could have used this a few days ago.

Feature Request: Delete all unused textures from the resource wad by delivering several maps/wads as a base to look for, also take ANIMDEFs in account, possible? Is needed for ages now :P
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: SLADE v3.0.2 final Released

Post by Gez »

Tormentor667 wrote:Feature Request: Exporting textures from the TEXTUREx lump that automatically combines all the patches and creates a .PNG (or whatelse), possible? Could have used this a few days ago.
[Already in], for exactly two months now. :P
Tormentor667 wrote:Feature Request: Delete all unused textures from the resource wad by delivering several maps/wads as a base to look for, also take ANIMDEFs in account, possible? Is needed for ages now :P
That is something I'm planning to eventually do if Simon doesn't do it first; however if I do it I'll first have to make some thingamajig to scan BEHAVIOR lumps, as well as map headers (in case of [wiki]FraggleScript[/wiki]), SWITCHES, ANIMATED, ANIMDEFS and MAPINFO lumps (plus some hardcoded dealio as well). There are a lot to account for. For example, you don't want to clean unused textures from the IWAD only to find out the sky has disappeared, right?
User avatar
sirjuddington
Posts: 1030
Joined: Wed Jul 16, 2003 4:47 am
Location: Australia
Contact:

Re: SLADE v3.0.2 final Released

Post by sirjuddington »

Gez wrote:
Tormentor667 wrote:Feature Request: Delete all unused textures from the resource wad by delivering several maps/wads as a base to look for, also take ANIMDEFs in account, possible? Is needed for ages now :P
That is something I'm planning to eventually do if Simon doesn't do it first; however if I do it I'll first have to make some thingamajig to scan BEHAVIOR lumps, as well as map headers (in case of [wiki]FraggleScript[/wiki]), SWITCHES, ANIMATED, ANIMDEFS and MAPINFO lumps (plus some hardcoded dealio as well). There are a lot to account for. For example, you don't want to clean unused textures from the IWAD only to find out the sky has disappeared, right?
This pretty much. I've tried to start on a feature like that multiple times, and promptly given up after considering how complicated it could get :P Sometime soon I will try to get a simple version of it in though that just ignores any special things like that and only looks at TEXTUREx/maps.

Edit: In other news, I just got the map editor branch compiling in OSX: http://slade.mancubus.net/dev/3/s3me_osx1.png
disposable_username2
Posts: 168
Joined: Tue Mar 08, 2011 1:25 pm

Re: SLADE v3.0.2 final Released

Post by disposable_username2 »

Gothic wrote:I have a problem, why I cann't play music in midi format
Because you haven't configured a soundfont.
User avatar
sirjuddington
Posts: 1030
Joined: Wed Jul 16, 2003 4:47 am
Location: Australia
Contact:

Re: SLADE v3.0.2 final Released

Post by sirjuddington »

Eriance wrote:Would it be possible to add the ability to filter multiple entry names at once? Say if I wanted to look at the pistol and BFG sprites, I can set this in the filter bar "BFGG, PISG". If this can already be done, then please enlighten me. :(
This is now implemented, as well as some basic 'remove unused textures' and 'remove unused flats' actions. At the moment they take into account doom's built-in animations, but not anything like ANIMDEFS.
User avatar
Enjay
 
 
Posts: 27140
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: SLADE v3.0.2 final Released

Post by Enjay »

Removal of unused textures is a very useful addition
sirjuddington wrote:At the moment they take into account doom's built-in animations, but not anything like ANIMDEFS.
And that was going to be my question. DeePsea has a remove unused textures feature but it isn't good with some (all?) animations. Switches too I guess. Presumably the long term goal would be to be able to read lumps like animdefs?
chmmr
Posts: 26
Joined: Sun Jun 04, 2006 2:17 pm

Re: SLADE v3.0.2 final Released

Post by chmmr »

One of the recent SVN checkins broke building in Codelite for me. This is the error I get:
Spoiler:
Anyone else seeing this?
Edward-san
Posts: 1774
Joined: Sat Oct 17, 2009 9:40 am

Re: SLADE v3.0.2 final Released

Post by Edward-san »

you should change the build type from 'Release osx' to 'Release'.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49238
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: SLADE v3.0.2 final Released

Post by Graf Zahl »

sirjuddington wrote: This pretty much. I've tried to start on a feature like that multiple times, and promptly given up after considering how complicated it could get :P Sometime soon I will try to get a simple version of it in though that just ignores any special things like that and only looks at TEXTUREx/maps.

No feature at all would still be better than something this broken. You need at least check animations and switches to make sure that the map itself still works (not to forget the IWAD defaults here!)
User avatar
sirjuddington
Posts: 1030
Joined: Wed Jul 16, 2003 4:47 am
Location: Australia
Contact:

Re: SLADE v3.0.2 final Released

Post by sirjuddington »

Graf Zahl wrote:
sirjuddington wrote: This pretty much. I've tried to start on a feature like that multiple times, and promptly given up after considering how complicated it could get :P Sometime soon I will try to get a simple version of it in though that just ignores any special things like that and only looks at TEXTUREx/maps.

No feature at all would still be better than something this broken. You need at least check animations and switches to make sure that the map itself still works (not to forget the IWAD defaults here!)
Heh, well yeah I guess I forgot to mention it would ask what textures out of the detected ones to remove. Which is what the current implementation does (it also takes doom default animations into account, but not anything else as was previously stated).
User avatar
Tormentor667
Posts: 13556
Joined: Wed Jul 16, 2003 3:52 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany
Contact:

Re: SLADE v3.0.2 final Released

Post by Tormentor667 »

Gez wrote:Info
Awesome, glad to know, and I am really looking forward to the texture cleaner. I have already asked for something like this in the early times of XWE but unfortunately no-one got ever around it doing this :)
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: SLADE v3.0.2 final Released

Post by NeuralStunner »

Why not perform an "analysis" for the user first? Give the user a list of textures to review: They can unckeck any textures they know will be in use (E.G. the various sky textures), then they can proceed to clean the ones still checked.

Granted, it's always advisable for the user to test the maps immediately after saving the archive, while the removed textures are still present in the backup.

Considering all the places you have to look... It's quite likely things will be missed.
Post Reply

Return to “Creation, Conversion, and Editing”