Demon
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > SLADE3 beta ('final' beta 7 up, test away)
Pages (6): « 1 [2] 3 4 5 » ... Last »  
Author
All times are GMT. The time now is 20:27. Post New Thread    Post A Reply
Gez
Why don't I have a custom title by now?!


Posts: 6458
Registered: 07-07


Victory! I can now compile and modify SLADE 3 to my heart's content, and do cool stuff like adding the palette selector to the texture viewer. :)
http://img408.imageshack.us/img408/1356/slade3victory.th.png

And now I have added alPh and tRNS functionality as well. :)

Last edited by Gez on 03-07-10 at 02:49

Old Post 03-06-10 18:52 #
Gez is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Karnizero
Junior Member


Posts: 180
Registered: 07-08


I tested it a bit (no have much time), and I found an issue: with Doom2 IWAD, I can't see sprites graphics at all, but I can see patches and flats.

Screenies here:

I see sprites like this:
http://img535.imageshack.us/img535/6717/slade21.th.jpg

and patches/flats like this:
http://img40.imageshack.us/img40/3147/slade22.th.jpg


I don't remember, but i think I opened some other random PWAD, an I wasn't able to see graphics when they were out of "PP_", "SS_" etc... markers. Don't trust me 100%. I will try it again later.

Cya.

Old Post 03-08-10 17:12 #
Karnizero is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
SlayeR
original nickname


Posts: 1355
Registered: 05-00


That's probably because your video card doesn't support non-power-of-two sized textures. I'm working on a fix for that.

Old Post 03-09-10 04:23 #
SlayeR is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Karnizero
Junior Member


Posts: 180
Registered: 07-08



SlayeR said:
That's probably because your video card doesn't support non-power-of-two sized textures. I'm working on a fix for that.


My Video card is:

Intel(R) 82852/82855 GM/GME.

Link direct to Intel Specifications page here (in the bottom of the page):
http://www.intel.com/support/graphics/intel852gm

If you need any other software or hardware info just ask me for it.

Old Post 03-09-10 15:23 #
Karnizero is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
SlayeR
original nickname


Posts: 1355
Registered: 05-00


Beta3 is up, which should fix the white gfx problem :)

Grab it here

Old Post 03-30-10 09:14 #
SlayeR is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Karnizero
Junior Member


Posts: 180
Registered: 07-08



SLADE3 said:
- Gfx preview should now work on video cards that don't support non-power-of-two OpenGL textures

[...]

- Added ability for 'portable' install, where all configuration files etc are stored in the application directory (currently activated by creating a file called 'portable' in the SLADE application directory)



You are my f*cking god, man.


SLADE3 said again:
- Can now open/edit archives within archives (wad maps within pk3s, for example)



Like in old Slumped? This is, when opening a WAD into a PK3, SLumpEd ask to open the WAD.


Will you add (keep) support for HIRESTEX like SLade 2, for future map editing?
If so, could it be possible you do the same for DDFIMAGE? (that's the EDGE equivalent to HIRESTEX, with similar syntax, but some more functionality too).

===========
[EDIT]

Feedback after some testings:

- Menu "Editor>Preferences" not working. (Supose not implemented yet).
- DEMOx Editor /viewer as plain text. Why not?
- Can't edit or view PNAMES lumps, even when opening as text
- Can't see non power of 2 textures. Why you don't use the old SLumpEd graphical routines, so you save a lot of trouble, time and work?
- When I open the console, then dock to the lower part of the main window, and resizing the docked console, the "input" field moves along the lower limit of the Slade Window, so I can't enter text.
- I would ask for console commands helping tips, instead of simple "The command needs an argument" message, tell the user some tips about the command syntax.
- Exporting lumps to files as .dat?
- Doesn't export graphics correctly, so I can't open them in Windows (and supose in Linux too).
- I think a "Close all" option could be useful in the Archives Window pop-up menu.
- When closing any wad (or the whole Slade) with unsaved changes, doesn't ask the user to save the changes before closing, but the WAD path in the Archives Window appears blue-ish.
- When exporting graphics as a PWAD, when opening the graphics, those are where not exported correctly, so I can't see them. I think this is a problem derived from the previous exporting graphics to file.
- Doesn't detects most of the plain text files, such as DECORATE, DEHACKED, DECALDEF, KEYCONF, EDGE DDFs...
- When I change a graphic offset with arrow keys, I think it would be better to use Up/down key arrow to change Y-Axis offset, and Left/Right key keys arrow to change X-Axis offsets, instead of using Up/Down to change both.
- I got a program crash when opening TEXTUREx file and clicking on "Available Patches". Image related:

http://img179.imageshack.us/img179/5309/crasht.th.jpg

Last edited by Karnizero on 03-30-10 at 12:33

Old Post 03-30-10 11:37 #
Karnizero is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
esselfortium
Cumulonimbus Antagonistic Posting


Posts: 5153
Registered: 01-02


Hmm. Non-power-of-2 graphics are still suffering major stretchiness and quality loss for me. :\

Old Post 03-30-10 13:31 #
esselfortium is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Gez
Why don't I have a custom title by now?!


Posts: 6458
Registered: 07-07



Karnizero said:
- Can't edit or view PNAMES lumps, even when opening as text

They're not text. :p

Karnizero said:
- Doesn't export graphics correctly, so I can't open them in Windows (and supose in Linux too).

What do you mean? I've exported plenty of graphics without any problem, personally.

Karnizero said:
- When exporting graphics as a PWAD, when opening the graphics, those are where not exported correctly, so I can't see them. I think this is a problem derived from the previous exporting graphics to file.

Exporting as a WAD means exporting the graphic within a single-lump WAD file. Given that WAD container files are not supported by most graphic editing utilities, this is not surprising. Why do you want to export graphics as WADs anyway? Export them directly instead.

Karnizero said:
- Doesn't detects most of the plain text files, such as DECORATE, DEHACKED, DECALDEF, KEYCONF, EDGE DDFs...

You've got the "edit as text" button anyway, so this isn't too much of a problem...

Karnizero said:
- When I change a graphic offset with arrow keys, I think it would be better to use Up/down key arrow to change Y-Axis offset, and Left/Right key keys arrow to change X-Axis offsets, instead of using Up/Down to change both.

There is a problem with the arrow keys on the gfx view panel. It's supposed to scroll the image without changing its offset, but instead it's one subcomponent that gets the keyboard focus (offset boxes, palette selector box, whatever) and that changes.
- I got a program crash when opening TEXTUREx file and clicking on "Available Patches". Image related:[/B][/QUOTE]
TEXTUREx viewer is not finished yet (no editing, no ability to seek patch lumps in base resource archive, patch viewer does not use the selected palette, etc.)

Also, your stack trace is kinda useless. Download the pdb file, put it in the same directory as the exe, and try to replicate the crash.

Last edited by Gez on 03-30-10 at 14:45

Old Post 03-30-10 14:40 #
Gez is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Graf Zahl
Why don't I have a custom title by now?!


Posts: 6963
Registered: 01-03



Karnizero said:

Will you add (keep) support for HIRESTEX like SLade 2, for future map editing?




Just FYI, HIRESTEX is a deprecated feature in ZDoom so I'd prefer not to see a dedicated editor for it.

Old Post 03-30-10 15:15 #
Graf Zahl is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Karnizero
Junior Member


Posts: 180
Registered: 07-08



Gez said:

They're not text. :p



With SLumpEd you may open PNAMES lumps as a simple table, and edit as you want.


Gez said:

What do you mean? I've exported plenty of graphics without any problem, personally.



The program only let's me export graphics (and any lump) as .dat files, so I cannot know what image format converts it to. Anyway, I tried adding the .png, .bmp and .jpg, but it seems that Slade3 doesn't convert them automatically.


Gez said:

Exporting as a WAD means exporting the graphic within a single-lump WAD file. Given that WAD container files are not supported by most graphic editing utilities, this is not surprising. Why do you want to export graphics as WADs anyway? Export them directly instead.



I know what "Export as PWAD" is. :S

The main and most logic reason to "Export as PWAD" is to create fast and easy a PWAD with certain Graphics (or any other lump) without having to "Export > Create New PWAD > Import" or "Copy-paste".


Gez said:

You've got the "edit as text" button anyway, so this isn't too much of a problem...



I know, but just telling Slayer such issue.


Gez said:

Also, your stack trace is kinda useless. Download the pdb file, put it in the same directory as the exe, and try to replicate the crash.




Stack Trace
0: (g:\programming\projects\slade_svn\trunk\src\texturexentrypanel.cpp:249) TextureXEntryPanel::onPatchesListSelect()
1: (g:\programming\libs\wxwidgets-2.9.0\src\common\appbase.cpp:498) wxAppConsoleBase::HandleEvent()
2: (g:\programming\libs\wxwidgets-2.9.0\src\common\appbase.cpp:509) wxAppConsoleBase::CallEventHandler()
3: (g:\programming\libs\wxwidgets-2.9.0\src\common\event.cpp:1278) wxEvtHandler::ProcessEventIfMatchesId()
4: (g:\programming\libs\wxwidgets-2.9.0\src\common\event.cpp:1532) wxEvtHandler::SearchDynamicEventTable()
5: (g:\programming\libs\wxwidgets-2.9.0\src\common\event.cpp:1377) wxEvtHandler::ProcessEventHere()
6: (g:\programming\libs\wxwidgets-2.9.0\src\common\event.cpp:1352) wxEvtHandler::ProcessEvent()
7: (g:\programming\libs\wxwidgets-2.9.0\src\common\event.cpp:1428) wxEvtHandler::SafelyProcessEvent()
8: (g:\programming\libs\wxwidgets-2.9.0\src\msw\listctrl.cpp:2529) wxListCtrl::MSWOnNotify()
9: (g:\programming\libs\wxwidgets-2.9.0\src\msw\window.cpp:3753) wxWindow::HandleNotify()
10: (g:\programming\libs\wxwidgets-2.9.0\src\msw\window.cpp:3008) wxWindow::MSWWindowProc()
11: wxDropSource::DoDragDrop()


It occurs ALWAYS with a PWAD called Strogg Shooter:
http://www.doomworld.com/idgames/index.php?id=15784

I just wonder why Slayer don't reuse some code from SLumpEd, at least for those routines that are working all all machines and platform independant, because with Slumped nobody got problems with graphics.

Old Post 03-30-10 15:31 #
Karnizero is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Gez
Why don't I have a custom title by now?!


Posts: 6458
Registered: 07-07



Karnizero said:
With SLumpEd you may open PNAMES lumps as a simple table, and edit as you want.

I know, I'm just saying PNAMES is not a text lump.


Karnizero said:
The program only let's me export graphics (and any lump) as .dat files, so I cannot know what image format converts it to. Anyway, I tried adding the .png, .bmp and .jpg, but it seems that Slade3 doesn't convert them automatically.

Of course it doesn't convert them automatically! That's what makes Slumped and Slade decent programs! If you want to convert, first you've got to convert. Right-click->convert.

Slade automatically associates known types with known extensions, so if you've got a PNG file it's be exported with a .png extension.


Karnizero said:
I just wonder why Slayer don't reuse some code from SLumpEd, at least for those routines that are working all all machines and platform independant, because with Slumped nobody got problems with graphics.

Slumped uses old versions of wxWidget and FreeImage. Even if only for forward compatibility, it needed to be rewritten. For example, replace the freeimage.dll file from Slumped by the one from Slade 3 and look what happens next when looking at graphics in Slumped...

Old Post 03-30-10 15:59 #
Gez is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
SlayeR
original nickname


Posts: 1355
Registered: 05-00



Karnizero said:
Will you add (keep) support for HIRESTEX like SLade 2, for future map editing?
If so, could it be possible you do the same for DDFIMAGE? (that's the EDGE equivalent to HIRESTEX, with similar syntax, but some more functionality too).

===========
[EDIT]

Feedback after some testings:

- Menu "Editor>Preferences" not working. (Supose not implemented yet).
- DEMOx Editor /viewer as plain text. Why not?
- Can't edit or view PNAMES lumps, even when opening as text
- Can't see non power of 2 textures. Why you don't use the old SLumpEd graphical routines, so you save a lot of trouble, time and work?
- When I open the console, then dock to the lower part of the main window, and resizing the docked console, the "input" field moves along the lower limit of the Slade Window, so I can't enter text.
- I would ask for console commands helping tips, instead of simple "The command needs an argument" message, tell the user some tips about the command syntax.
- Exporting lumps to files as .dat?
- Doesn't export graphics correctly, so I can't open them in Windows (and supose in Linux too).
- I think a "Close all" option could be useful in the Archives Window pop-up menu.
- When closing any wad (or the whole Slade) with unsaved changes, doesn't ask the user to save the changes before closing, but the WAD path in the Archives Window appears blue-ish.
- When exporting graphics as a PWAD, when opening the graphics, those are where not exported correctly, so I can't see them. I think this is a problem derived from the previous exporting graphics to file.
- Doesn't detects most of the plain text files, such as DECORATE, DEHACKED, DECALDEF, KEYCONF, EDGE DDFs...
- When I change a graphic offset with arrow keys, I think it would be better to use Up/down key arrow to change Y-Axis offset, and Left/Right key keys arrow to change X-Axis offsets, instead of using Up/Down to change both.
- I got a program crash when opening TEXTUREx file and clicking on "Available Patches". Image related:
(I'm not quoting images)


HIRESTEX may be supported, but as Graf said, it is deprecated, so probably not (you'll have to convert over to the updated GLDEFS). DDFTEX could possibly be supported yes.

A lot of those other issues are simply unimplemented features, but I'll get around to them eventually :P I'm not reusing much code from SLumpEd because I'm trying to write this better, basically. I'm using OpenGL to draw the gfx because it's going to be needed for the map editor later anyway, better to not have 2 implementations of the same thing. Not to mention OpenGL should be faster, and can do nicer things.

As for exporting gfx, for now you'll have to convert before exporting. I'll add conversion upon export later.

Also I've reuploaded the beta3 zip with an updated version that fixes a couple things (non-power-of-two textures and that TEXTUREx crash)

Old Post 03-30-10 17:00 #
SlayeR is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Karnizero
Junior Member


Posts: 180
Registered: 07-08



SlayeR said:

HIRESTEX may be supported, but as Graf said, it is deprecated, so probably not (you'll have to convert over to the updated GLDEFS). DDFTEX could possibly be supported yes.



That is a good new. Thanks a lot. It's DDFIMAGE, not DDFTEX :-P

And DDFIMAGE Specifications here: http://two.xthost.info/doommod/ddfimages.htm
(The DDFIMAGE you can see in the EDGE Page is broke).

For textures, each entry in the lump is used like this:

code:
[TEX:SAMPLETEX] IMAGE_DATA=LUMP:PNG:"LUMPNAME"; SCALE=0.350;


But the lump can also contain entries other than textures, such as sprites, common GFX's, etc.
If you have any other doubt, don't hesitate to ask me anything.


SlayeR said:

A lot of those other issues are simply unimplemented features, but I'll get around to them eventually :P I'm not reusing much code from SLumpEd because I'm trying to write this better, basically. I'm using OpenGL to draw the gfx because it's going to be needed for the map editor later anyway, better to not have 2 implementations of the same thing. Not to mention OpenGL should be faster, and can do nicer things.



Yes, the map editor, I forgot about it...



SlayeR said:

[...]

Also I've reuploaded the beta3 zip with an updated version that fixes a couple things (non-power-of-two textures and that TEXTUREx crash)



Feedback:
- I can now view all graphics correctly.
- The crash I mentioned before now doesn't happens but I realize something that is related to such problem: when viewing TEXTUREx from any PWAD, I can't see some of the patches in the "Available Patches". The canvas below this list just appears empty. The program doesn't crashes anymore when doing this.

Last edited by Karnizero on 03-30-10 at 21:57

Old Post 03-30-10 21:39 #
Karnizero is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
mammajamma
Junior Member


Posts: 212
Registered: 08-09


I'm having the same problems Xtroose had when attempting to view graphics. I've only been using it so far to screw with text lumps. I've updated my video card (GeForce 8500GT) driver to the latest versions and I still get the bug. Is there a way to fix the problem?

Old Post 03-31-10 07:24 #
mammajamma is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
SlayeR
original nickname


Posts: 1355
Registered: 05-00


Unfortunately since I can't really reproduce the problem at all I'm not sure there is anything I can do about it :(

Anyway, beta 4 is up.

Old Post 04-06-10 13:46 #
SlayeR is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
entryway
Forum Staple


Posts: 2522
Registered: 01-04



Xtroose said:
I found some problems.

The graphics of any type are not displayed in the Entry Contents box, but the type is correctly displayed in the Entries column. For example, in Doom II IWAD it recognizes KEENA0 as a sprite, but the graphics do not show up in the Entry Contents box. If I minimize the window and then restore it, the contents of the windows below it are shown.

Screenshot



The same for me.

EDIT:
'Works' 'fine' in 256 colors compatible mode
http://prboom-plus.sf.net/slade.png

Last edited by entryway on 04-06-10 at 14:57

Old Post 04-06-10 14:30 #
entryway is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
SlayeR
original nickname


Posts: 1355
Registered: 05-00


Ok, so upon testing in a windows xp virtual machine I can reproduce this. Probably some wxwidgets thing, I'll look into it.

Old Post 04-06-10 15:10 #
SlayeR is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Abyssalstudios1
Member


Posts: 647
Registered: 06-09


I have noticed this thread.

Old Post 04-07-10 04:47 #
Abyssalstudios1 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Karnizero
Junior Member


Posts: 180
Registered: 07-08



SlayeR said:
[...]

Anyway, beta 4 is up.



Will you implement soon the export as BMP/PNG/JPEG/... routine?

Talking about the new BETA4, the COLORMAP viewer works fine, and the highlight graphic when hovering the mouse over it, works fine (at least on my Graph. Card).

The common fonts lumps (BIGFONT.lmp, and so on), in zDoom works also fine, BUT I think you forgot to add a scrollbar in the font viewer canvas in the case the "font height" if greater that the viewer canvas height. Refer to "zDoom.pk3>CONFONT.lmp" or "zDoom.pk3>vga-rom-font.lmp"

Issues I noticed:
- I realize that CVARs can't be changed via console, for example the new CVAR "gl_tex_enable_np2". You should add the possibility, so we don't have to mess with CFG's each time we want to change something temporarily.

- I can't edit animations in ANIMATED lumps with the editor (I suppose that still needs to finish implementing) Anyway, the interface looks simple and intuitive. I like it.
Another thing in my opinion will look better, is to put the "Selection" frame under the "Animation" frame, so the animations list can be wider., and really, the "Selection"" frame only contains 3 Textboxes, so it doesn't needs so much vertical space. But well, that's my opinion.

- I found a BUG: If I export as a PWAD a "directory" that is into a PK3 file, such new created PWAD only contains a MARKER with the same name as the directory I wanted to export as a new PWAD. I dunno if you remain that to implement, or you forgot about that.

Anyway, keep your good work up, mate ;-)

Last edited by Karnizero on 04-07-10 at 21:32

Old Post 04-07-10 20:59 #
Karnizero is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Gez
Why don't I have a custom title by now?!


Posts: 6458
Registered: 07-07



Karnizero said:
The common fonts lumps (BIGFONT.lmp, and so on), in zDoom works also fine, BUT I think you forgot to add a scrollbar in the font viewer canvas in the case the "font height" if greater that the viewer canvas height. Refer to "zDoom.pk3>CONFONT.lmp" or "zDoom.pk3>vga-rom-font.lmp"

Drag'n'drop with right mouse button.


Karnizero said:
I can't edit animations in ANIMATED lumps with the editor (I suppose that still needs to finish implementing)

Yup, it's just a viewer at the moment. Best you can do as far as editing goes is convert them to ANIMDEFS and edit the resulting text lump... But then it changes it from Boom-compatible to ZDoom-compatible.

The big issue with editing SWITCHES, ANIMATED, PNAMES and all other such lumps at the moment is one of internal architecture. The way binary lumps of that type is handled by the engine is not finalized.

Old Post 04-07-10 22:14 #
Gez is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Karnizero
Junior Member


Posts: 180
Registered: 07-08



Gez said:

Drag'n'drop with right mouse button.



I think I tried that but didn't work.



Gez said:

Yup, it's just a viewer at the moment. Best you can do as far as editing goes is convert them to ANIMDEFS and edit the resulting text lump... But then it changes it from Boom-compatible to ZDoom-compatible.

The big issue with editing SWITCHES, ANIMATED, PNAMES and all other such lumps at the moment is one of internal architecture. The way binary lumps of that type is handled by the engine is not finalized.



Are you both, you and SlayeR, developing this? If yes, that's a good new, since two programmers is better than one.

Old Post 04-08-10 12:51 #
Karnizero is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Gez
Why don't I have a custom title by now?!


Posts: 6458
Registered: 07-07


SlayeR is the main programmer; I'm just contributing a few things (mostly I added support for several image formats, including the fonts). If you're curious, you can look at the changelog here.

If you can't drag large images with the right mouse button, then you've got another oddity with your setup. This feature does work on my end; at least in the picture viewer. (Should probably implement that in the texture viewer as well, given the size of some hi-res textures in mods such as Paranoid.)

Old Post 04-08-10 14:02 #
Gez is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Karnizero
Junior Member


Posts: 180
Registered: 07-08



Gez said:
[...]



Gez said:
[B]If you can't drag large images with the right mouse button, then you've got another oddity with your setup. This feature does work on my end; at least in the picture viewer. (Should probably implement that in the texture viewer as well, given the size of some hi-res textures in mods such as Paranoid.)



I can drag & drop any image in any size, but just CAN'T the zDoom fonts "images".

Old Post 04-09-10 10:13 #
Karnizero is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Gez
Why don't I have a custom title by now?!


Posts: 6458
Registered: 07-07


I have no explanation to offer you then. ZDoom fonts are loaded as images. It is the image view panel, using the image view UI and the image view code. There is no difference between a font and a sprite as far as the code is concerned; both are just ways in which an image can be encoded.

And it definitely works on my end.

Old Post 04-09-10 11:48 #
Gez is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
SlayeR
original nickname


Posts: 1355
Registered: 05-00


Are you sure you're dragging *right* click? You can also use the arrow keys (although that seems not to work half time time, should really change some stuff around there).

Either way that's all temporary until i get a proper keybinds system going.

Old Post 04-09-10 13:03 #
SlayeR is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
SlayeR
original nickname


Posts: 1355
Registered: 05-00


I think I've just fixed the problem with the OpenGL drawing xtroose/mammajamma/entryway were having. Once the TEXTUREx editor is mostly complete I'll release the next beta.

Old Post 04-11-10 08:49 #
SlayeR is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Karnizero
Junior Member


Posts: 180
Registered: 07-08



SlayeR said:
Are you sure you're dragging *right* click? You can also use the arrow keys (although that seems not to work half time time, should really change some stuff around there).

Either way that's all temporary until i get a proper keybinds system going.



Problem solved. It was my bad.
I'm using a laptop, quite old, and have to deactivate the right button in the touch pad because it's broke and makes unwanted clicks. I didn't remember that until yesterday while I was trying to edit some map in Slade, and remember about it...

But yes, it works.

Old Post 04-12-10 16:06 #
Karnizero is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Gez
Why don't I have a custom title by now?!


Posts: 6458
Registered: 07-07


Bump to say that beta 5 is up. :)

Old Post 05-17-10 17:18 #
Gez is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
esselfortium
Cumulonimbus Antagonistic Posting


Posts: 5153
Registered: 01-02


Awesome, what's new?

Old Post 05-17-10 17:33 #
esselfortium is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Gez
Why don't I have a custom title by now?!


Posts: 6458
Registered: 07-07


You can now view gifs and Legacy-format pictures.
The text editor has numbered lines, and there is the basics for syntax highlighting (not completely finished yet).
Many more entry formats are now recognized.

Most of the work was internal rather than new features, though. There has been progress on the texture editor, but it's still not ready yet, for example.

Old Post 05-17-10 17:48 #
Gez is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 20:27. Post New Thread    Post A Reply
Pages (6): « 1 [2] 3 4 5 » ... Last »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > SLADE3 beta ('final' beta 7 up, test away)

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Forums Directory