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exl
Personal Test Dummy


Posts: 575
Registered: 05-02


See http://teamhellspawn.com/exl/whacked4/ for the final 1.0.0 release. Time for the next project...

Old Post 02-04-13 16:45 #
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WildWeasel
Resident Castlevania Super-Fanboy


Posts: 2767
Registered: 07-03


I've found another bug. In Boom mode, the code pointers for playing the Super Shotgun's reload sounds are OpenShotgun2 and LoadShotgun2, where WhackEd4 fills them in instead as just OpenShotgun and LoadShotgun. CloseShotgun2 is already correct. This causes PRBoom to crash and ZDoom gives console warnings.

Old Post 02-08-13 19:31 #
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tempun
Member


Posts: 597
Registered: 08-09



WildWeasel said:
I've found another bug. In Boom mode, the code pointers for playing the Super Shotgun's reload sounds are OpenShotgun2 and LoadShotgun2, where WhackEd4 fills them in instead as just OpenShotgun and LoadShotgun. CloseShotgun2 is already correct. This causes PRBoom to crash and ZDoom gives console warnings.
Another ancient bug, but fortunately user can fix it himself.

Old Post 02-08-13 20:19 #
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CodeImp
Moderator


Posts: 1501
Registered: 12-03


Wow that website is RED! I think I'm seeing everything else in cyan now. But still a very nice tool exl!

Old Post 02-08-13 23:21 #
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exl
Personal Test Dummy


Posts: 575
Registered: 05-02



WildWeasel said:
I've found another bug. In Boom mode, the code pointers for playing the Super Shotgun's reload sounds are OpenShotgun2 and LoadShotgun2, where WhackEd4 fills them in instead as just OpenShotgun and LoadShotgun. CloseShotgun2 is already correct. This causes PRBoom to crash and ZDoom gives console warnings.

Fixed, thanks.


WildWeasel said:
Wow that website is RED! I think I'm seeing everything else in cyan now. But still a very nice tool exl!

It does that on non-colormanaged wide gamut displays. I should probably make it less retina burning...

Old Post 02-08-13 23:41 #
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printz
CRAZY DUMB ZEALOT


Posts: 8779
Registered: 06-06


I'm trying to open a DEH or a BEX (a fairly big one) but nothing happens… On first attempt it asks me for the IWAD and PWAD. But after I do that all buttons remain grey as if an exception happened in the background and halted the file-open process…

I'm running Windows 7 under virtualization. I'll say more after I test it under native Windows 8. All 64-bit.

EDIT: now I tried it under native Windows 8. Funny, now I get a "WhackEd4 fatal error" message box with this text:
code:
Traceback (most recent call last): File "whacked4\whacked4\ui\dialogs\startdialog.py", line 43, in open_file File "whacked4\whacked4\ui\mainwindow.py", line 174, in open_file_dialog File "whacked4\whacked4\ui\mainwindow.py", line 225, in open_file File "whacked4\whacked4\dehacked\patch.py", line 634, in read_dehacked File "whacked4\whacked4\dehacked\entry.py", line 77, in set_patch_key File "whacked4\whacked4\dehacked\filters.py", line 37, in filter_thing_flags_read LookupError: Cannot find thing flag BOUNCES

and quits. It happened because I forgot to set the game mode to MBF, and kept it BOOM.

Now I tried it as MBF and got this:
code:
Traceback (most recent call last): File "whacked4\whacked4\ui\dialogs\startdialog.py", line 43, in open_file File "whacked4\whacked4\ui\mainwindow.py", line 174, in open_file_dialog File "whacked4\whacked4\ui\mainwindow.py", line 225, in open_file File "whacked4\whacked4\dehacked\patch.py", line 634, in read_dehacked File "whacked4\whacked4\dehacked\entry.py", line 77, in set_patch_key File "whacked4\whacked4\dehacked\filters.py", line 37, in filter_thing_flags_read LookupError: Cannot find thing flag UNUSED1

I used Boom's UNUSED1 instead of MBF's TRANSLATE2 (or TRANSLATION2, don't remember). They're interchangeable for the game.

I'm using the mnemonics of MBF extras from my signature, by the way (large part of it was done by entryway BTW). Are they the same with what Whacked4 is using?

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Last edited by printz on 02-28-13 at 21:16

Old Post 02-28-13 19:32 #
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exl
Personal Test Dummy


Posts: 575
Registered: 05-02



printz said:
I'm trying to open a DEH or a BEX (a fairly big one) but nothing happens… On first attempt it asks me for the IWAD and PWAD. But after I do that all buttons remain grey as if an exception happened in the background and halted the file-open process…


Ok, I reworked thing flag handling a bit to support multiple flag names. Does this build fix the problem?

7zip: http://www.teamhellspawn.com/exl/wh...acked4-1.0.1.7z
Setup exe: http://www.teamhellspawn.com/exl/wh...setup-1.0.1.exe

I also came across something else I've probably missed; MBF defines some things with the TRANSLUCENT flag, but these flags are not present in WhackEd4's engine config files. Does it make sense to add those?

Old Post 03-01-13 12:54 #
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printz
CRAZY DUMB ZEALOT


Posts: 8779
Registered: 06-06


Testing it now...

Well I'm still getting an error. I guess it's best that I PM you the patch.

code:
Traceback (most recent call last): File "whacked4\whacked4\ui\dialogs\startdialog.py", line 43, in open_file File "whacked4\whacked4\ui\mainwindow.py", line 174, in open_file_dialog File "whacked4\whacked4\ui\mainwindow.py", line 225, in open_file File "whacked4\whacked4\dehacked\patch.py", line 623, in read_dehacked File "whacked4\whacked4\dehacked\table.py", line 55, in __getitem__ IndexError: list index out of range


Why I'm getting the error may be because I'm using state values larger than available in Boom. I'm using the states added by MBF, which are undocumented but work alright, and are officially used for the alpha Doom features. In my signature there's a MBF.TBL file compiled by entryway for Whacked2, which includes those MBF states.

TRANSLUCENT is a Boom flag. I'm sure it is since I saw it in BOOMDEH.TXT.

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Last edited by printz on 03-01-13 at 15:11

Old Post 03-01-13 15:05 #
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exl
Personal Test Dummy


Posts: 575
Registered: 05-02


I've added the missing things, states and sprites. I wonder why I didn't include them when making the MBF configuration, even though I did add the dog related stuff.

Anyway, the patch you sent me loads with this build:
7zip: http://www.teamhellspawn.com/exl/wh...acked4-1.0.1.7z
Setup exe: http://www.teamhellspawn.com/exl/wh...setup-1.0.1.exe

Old Post 03-01-13 22:49 #
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printz
CRAZY DUMB ZEALOT


Posts: 8779
Registered: 06-06


Thanks, now it works without crashes. I'd like another thing added: on things view, the index is not shown. But I need to know the index so I can use it with the MBF Spawn codepointer, as well as for quick lookup.

Useful would also be for the frame filter to take into account the RandomJump destination states (first argument, Unknown 1, is the target state).

EDIT: another problem. It doesn't parse pipe character separators (|). It thinks the file is corrupted. If I click 'no', I get wrong flags for the things which use | to separater flags.

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Last edited by printz on 06-26-13 at 10:20

Old Post 06-24-13 11:14 #
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GreyGhost
Why don't I have a custom title by now?!


Posts: 8577
Registered: 01-08


WhackEd4 dislikes invalid/corrupted sprites (of which there are several in Astrostein) and crashes with the following error when one is highlighted in the States editor -
code:
Traceback (most recent call last): File "whacked4\whacked4\ui\editors\statesframe.py", line 799, in state_select File "whacked4\whacked4\ui\editors\statesframe.py", line 417, in update_properties File "whacked4\whacked4\ui\editors\statesframe.py", line 441, in update_sprite_preview File "whacked4\whacked4\ui\spritepreview.py", line 65, in show_sprite File "whacked4\whacked4\doom\wadlist.py", line 114, in get_sprite_image File "whacked4\whacked4\doom\graphics.py", line 105, in __init__ File "c:\python27\lib\site-packages\wx-2.9.4-msw\wx\_gdi.py", line 994, in BitmapFromBufferRGBA RuntimeError: Failed to gain raw access to bitmap data.
Could that be replaced with a pop-up saying something along the lines of "Invalid data for sprite XXXXX"?

Old Post 08-18-13 07:24 #
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exl
Personal Test Dummy


Posts: 575
Registered: 05-02


Here's an interim build with that fixed: http://www.teamhellspawn.com/exl/wh...acked4-1.0.3.7z. I made it display INVALID instead of throwing up popups.

Old Post 08-18-13 11:32 #
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GreyGhost
Why don't I have a custom title by now?!


Posts: 8577
Registered: 01-08


That does the job nicely, thanks a lot.

Old Post 08-18-13 12:56 #
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