SLADE Discussion - Latest: v3.2.6 (28/May/2024)
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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.
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Re: SLADE Discussion - Latest: v3.2.0 (12/April/2022)
Confirming the above, was looking between three different archives, and random directories were being opened and closed as I moved between tabs and resources!
Definately having to regress to beta 3 for now.
Definately having to regress to beta 3 for now.
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Re: SLADE Discussion - Latest: v3.2.0 (12/April/2022)
Yeah that should be fixed for 3.2.1. I also added a cvar to allow duplicate names in zips (but still won't let you save with duplicates)
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Re: SLADE Discussion - Latest: v3.2.0 (12/April/2022)
Is there any particular reason why scale in the TEXTURES editor only accepts one digit past the decimal sign? It's kind of frustrating. To get more precise, I'd have to mess with the code manually.
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Re: SLADE Discussion - Latest: v3.2.0 (12/April/2022)
And another thing - the editor no longer seems to recognize TEXTURES.Something.txt as a valid TEXTURES file.
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Re: SLADE Discussion - Latest: v3.2.0 (12/April/2022)
The only reason this works in GZDoom is because of the 8-character limit which allows it to work via the legacy filename parser. If not for that, doing this rename would also break for GZDoom, so you should not expect it to work for Slade. The only thing that is officially supported for GZDoom is a single "." character in the entire filename with whatever you want for the "extension" - and that is for all the special lumps.Accensus wrote:And another thing - the editor no longer seems to recognize TEXTURES.Something.txt as a valid TEXTURES file.
Good: "Textures.something"
Bad (only works by chance): "Textures.something.txt"
Good: "GLDefs.something"
Bad (will definitely not work): "GLDefs.something.txt"
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Re: SLADE Discussion - Latest: v3.2.0 (12/April/2022)
Which I fully understand, and I'm not advocating a change to official support or anything, but it is nice and convenient to be able to give your special lumps a name that means something to you but which also has a file extension that means something to Windows so that the lump can be associated with your Windows text editor. So it is a shame that it only works by chance and that control lumps with a <8 char name don't work in this way at all.Rachael wrote:Bad (only works by chance): "Textures.something.txt"
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Re: SLADE Discussion - Latest: v3.2.0 (12/April/2022)
@Rachael: I see. Well, it does make sense, as inconvenient as it is. I guess I don't really edit TEXTURES by hand often so I can get away with removing the extension to allow SLADE to read it. Plus I can do "right-click -> Open with <tool>" anyway so it's not that big of a deal. Thanks for the info, is appreciated.
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Re: SLADE Discussion - Latest: v3.2.0 (12/April/2022)
Has SlumpED/Slade always been using OpenGL?
If yes, which version of OpenGL?
If yes, which version of OpenGL?
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Re: SLADE Discussion - Latest: v3.2.0 (12/April/2022)
SLADE 3 always used OpenGL.
I don't remember about SLumpEd, and I don't know about SLADE v1 or v2.
As for the version of OpenGL that SLADE 3 needs, I believe if you can run GZDoom in OpenGL, you can run SLADE. The GL extensions SLADE needs are GL_ARB_vertex_buffer_object, GL_ARB_point_sprite, GL_ARB_framebuffer_object, and most importantly GL_ARB_texture_non_power_of_two. The latter one is an absolute requirement if you want anything graphical (from an image to a map) to display at all.
I don't remember about SLumpEd, and I don't know about SLADE v1 or v2.
As for the version of OpenGL that SLADE 3 needs, I believe if you can run GZDoom in OpenGL, you can run SLADE. The GL extensions SLADE needs are GL_ARB_vertex_buffer_object, GL_ARB_point_sprite, GL_ARB_framebuffer_object, and most importantly GL_ARB_texture_non_power_of_two. The latter one is an absolute requirement if you want anything graphical (from an image to a map) to display at all.
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Re: SLADE Discussion - Latest: v3.2.0 (12/April/2022)
Thank you for the technical explanation.
The reason I asked was more in relation to OpenGL versions. Well, I do know
that the higher OpenGL versions are backward compatible.
I found this OpenGL timeline
Slade up to version Slade3 runs on OpenGL v3.1.
Likewise ZDoom ran on OpenGL v3.0 and early GZDoom on OpenGL v3.1
but then upgraded to OpenGL v3.3 during the 32 bit rewrite.
Is that correct?
The reason I asked was more in relation to OpenGL versions. Well, I do know
that the higher OpenGL versions are backward compatible.
I found this OpenGL timeline
- OpenGL 2.0 Release date: Sep 2004
OpenGL 3.0 Release date: Aug 2008
OpenGL 3.1 Release date: Mar 2009
OpenGL 3.2 Release date: Aug 2009
OpenGL 3.3 Release date: Mar 2010
OpenGL 4.0 Release date: Mar 2010
OpenGL 4.1 Release date: Jul 2010
OpenGL 4.2 Release date: Aug 2011
OpenGL 4.3 Release date: Aug 2012
OpenGL 4.4 Release date: Jul 2013
OpenGL 4.5 Release date: Aug 2014
OpenGL 4.6 Release date: Jul 2017
Slade up to version Slade3 runs on OpenGL v3.1.
Likewise ZDoom ran on OpenGL v3.0 and early GZDoom on OpenGL v3.1
but then upgraded to OpenGL v3.3 during the 32 bit rewrite.
Is that correct?
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Re: SLADE Discussion - Latest: v3.2.0 (12/April/2022)
SLADE only really *requires* OpenGL 2.0 for non-power-of-two textures, all other newer features are optional.
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Re: SLADE Discussion - Latest: v3.2.0 (12/April/2022)
This may sound trivial, but does the new UI have a means of cursor drag box selection, or some other means of mass entry selection that isn't Control-A? I like the clean fit of the box now (and not to mention the tree folder layout and new icons), but that little 4 or so pixel blank space to the right of the entry type field was what I assumed it was for.
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Re: SLADE Discussion - Latest: v3.2.0 (12/April/2022)
I still find myself returning the to Slade 3.1.33 for file filtering, especially on map wads.
The main thing that bothers me with the new Slade release (3.2.1) is that file filtering seems slower when clearing the filter and a that a file selected whilst in filter mode is unselected when clearing the filter. I have attached an image as an example. I searched for Map03, selected the Map03 file then cleared the filter (the reason is to easily navigate to the scripts related to the map rather than the map itself).
Is there an option to enable the old style filtering in the newest release (3.2.1)?
The main thing that bothers me with the new Slade release (3.2.1) is that file filtering seems slower when clearing the filter and a that a file selected whilst in filter mode is unselected when clearing the filter. I have attached an image as an example. I searched for Map03, selected the Map03 file then cleared the filter (the reason is to easily navigate to the scripts related to the map rather than the map itself).
Is there an option to enable the old style filtering in the newest release (3.2.1)?
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Re: SLADE Discussion - Latest: v3.2.0 (12/April/2022)
I just found out that both SLADE 3.1.13 and 3.2.1 have an issue where copy/pasting a folder in entry list mode (in a .pk3) results in the files being copied to the first folder and not the target folder.
Also,
Also,
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Last edited by SPZ1 on Fri Sep 02, 2022 1:48 pm, edited 1 time in total.
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Re: SLADE Discussion - Latest: v3.2.0 (12/April/2022)
I imported a graphics lump of a text font into a new wad file in SLADE and cannot get it to appear in game. I think I need to convert its lump type from Graphics (PNG) to Font (Big) but I cannot figure out how to do that. And no, typing 'type font_zd_big" into the console doesn't work! That just gives me the following:
type font_zd_big
Identifying as Font (Big)
SMALLFNT: Identification failed
with no change in the lump's type. How do I change the lump's type, then?
type font_zd_big
Identifying as Font (Big)
SMALLFNT: Identification failed
with no change in the lump's type. How do I change the lump's type, then?