kop9000 Posted August 4, 2017 (edited) 4 hours ago, Doctor Nick said: So, regarding 1), you'll be happy to know that deutex already includes this feature. "-overwrite -extract". However, the feature was broken in the latest release. We will create a new release shortly with this feature fixed. deutex -doom2 doom2.wad -levels -overwrite -extract rand.wad deutex -doom2 doom2.wad -levels -overwrite -extract rand2.wad It seems the -overwrite command does not work. nothing changed. He does everything the same as before Tell me how the -overwrite command works 0 Share this post Link to post
Voros Posted August 4, 2017 Tell me how the -overwrite command works When -overwrite is selected, COMstroy is executed. This changes the default value of WSafe to false and clobber's value to CLOBBER_YES. When -xtract is also run with -overwrite, all the checks for WSafe come up as false, whence it doesn't give you a "can't overwrite file" error and just plain overwrites it. It would seriously help if you could be a bit more clear about your purposes. 0 Share this post Link to post
kop9000 Posted August 4, 2017 4 minutes ago, Voros said: When -overwrite is selected, COMstroy is executed. This changes the default value of WSafe to false and clobber's value to CLOBBER_YES. When -xtract is also run with -overwrite, all the checks for WSafe come up as false, whence it doesn't give you a "can't overwrite file" error and just plain overwrites it. It would seriously help if you could be a bit more clear about your purposes. And why do I need a function? I need to save all levels of two files, even if the levels in the two files have the same level name. I just suggest adding a function so that it retains all levels, for example, changing the file name to a number or random number 0 Share this post Link to post
Voros Posted August 4, 2017 aahhhh so I was right. But it seems unorthodox. Why not just rename the first extracted map01.wad to something else then extract the second WAD? 0 Share this post Link to post
kop9000 Posted August 4, 2017 15 minutes ago, Voros said: aahhhh so I was right. But it seems unorthodox. Why not just rename the first extracted map01.wad to something else then extract the second WAD? Because I do not do it myself but my project. I have code that will do the following It will write data to the bat file and then this bat file will be launched. And if I have several files with one level, then deutex must coerce them all 0 Share this post Link to post
Doctor Nick Posted August 4, 2017 6 hours ago, kop9000 said: deutex -doom2 doom2.wad -levels -overwrite -extract rand.wad deutex -doom2 doom2.wad -levels -overwrite -extract rand2.wad It seems the -overwrite command does not work. nothing changed. He does everything the same as before Tell me how the -overwrite command works It's currently broken in the latest release, we will release a new one soon that fixes this problem. 0 Share this post Link to post
Doctor Nick Posted August 6, 2017 kop9000: Good news, we just created a new build. I added in some special features (like detecting GL_nodes) and your first suggestion to make working with oblige easier. I took a look at implementing your second suggestion, and it looks like that will require some serious architecting to get deutex to build without a WADINFO.txt. However, it should not be difficult to script generating a wadinfo.txt; just get the directory contents minus the extensions and put them into a text file. deutex-5.0.0-HEAD-w32.zip 0 Share this post Link to post
Voros Posted August 6, 2017 generating a wadinfo.txt I was just going to mention that. It's a feature that should've been in Deutex from the beginning. Manually writing down all the lumps in wadinfo.txt is a PITA, especially when we're dealing with texture packs. And as an extension to that, generating a wadinfo.txt of a WAD without extracting said WAD is just as useful. 0 Share this post Link to post
Doctor Nick Posted August 6, 2017 9 hours ago, Voros said: I was just going to mention that. It's a feature that should've been in Deutex from the beginning. Manually writing down all the lumps in wadinfo.txt is a PITA, especially when we're dealing with texture packs. And as an extension to that, generating a wadinfo.txt of a WAD without extracting said WAD is just as useful. Hey, if you wanna take a crack at it, be my guest ;) 0 Share this post Link to post
kop9000 Posted August 6, 2017 20 hours ago, Doctor Nick said: kop9000: Good news, we just created a new build. I added in some special features (like detecting GL_nodes) and your first suggestion to make working with oblige easier. I took a look at implementing your second suggestion, and it looks like that will require some serious architecting to get deutex to build without a WADINFO.txt. However, it should not be difficult to script generating a wadinfo.txt; just get the directory contents minus the extensions and put them into a text file. deutex-5.0.0-HEAD-w32.zip It seems that the new version did not help me. Do not create two different levels with the same name but only unpack one 0 Share this post Link to post
Voros Posted August 7, 2017 Do not create two different levels with the same name but only unpack one. That's exactly what it does. Unless you use -overwrite. Example: rand1.wad has MAP01 rand2.wad has MAP01 and MAP02 I extract rand1.wad and get MAP01.wad in my /levels folder. I then extract rand2.wad and only get MAP02.wad extracted, because a MAP01.wad already exists in my /levels folder. So in the end, my /levels folder has rand1's MAP01 and rand2's MAP02. Hey, if you wanna take a crack at it, be my guest ;) When I get the time, I just might ;) 0 Share this post Link to post
Doctor Nick Posted August 7, 2017 (edited) 3 hours ago, kop9000 said: It seems that the new version did not help me. Do not create two different levels with the same name but only unpack one I just tested this new build on windows, and when using -overwrite -extract, it does work. 0 Share this post Link to post
kop9000 Posted August 7, 2017 (edited) del Edited August 7, 2017 by kop9000 0 Share this post Link to post
kop9000 Posted August 7, 2017 (edited) 12 hours ago, Doctor Nick said: I just tested this new build on windows, and when using -overwrite -extract, it does work. Still does not work even if I use -overwrite But what does the new function GL_nodes do what does it do? I'm not talking about -overwrite I'm talking about GL_nodes 0 Share this post Link to post
Doctor Nick Posted August 7, 2017 oh, that's not a new function, that automatically happens during -extract. It just recognizes GL_nodes in the level data when extracting them. I noticed in the latest version of Oblige that it always generates GL_nodes for each level; if you previously attempted to extract Oblige wads with deutex, it would not retain that data. 0 Share this post Link to post
kop9000 Posted August 7, 2017 3 hours ago, Doctor Nick said: oh, that's not a new function, that automatically happens during -extract. It just recognizes GL_nodes in the level data when extracting them. I noticed in the latest version of Oblige that it always generates GL_nodes for each level; if you previously attempted to extract Oblige wads with deutex, it would not retain that data. But here's the thing. In any case it's good too. In any case, I already have my own system for unpacking the levels. So my project or rather the new version should be released in the nearest time 0 Share this post Link to post
scifista42 Posted August 7, 2017 https://doomwiki.org/wiki/Node_builder#GL_nodes 0 Share this post Link to post
kop9000 Posted August 7, 2017 11 minutes ago, scifista42 said: https://doomwiki.org/wiki/Node_builder#GL_nodes I do not understand why they are needed. Levels and without nodes work normally 0 Share this post Link to post
Gez Posted August 7, 2017 Levels without nodes work normally in ports that have a built-in nodebuilders so that they can create the missing nodes. 0 Share this post Link to post
kop9000 Posted August 7, 2017 18 minutes ago, Gez said: Levels without nodes work normally in ports that have a built-in nodebuilders so that they can create the missing nodes. And in zdoom there are built-in nodes? 0 Share this post Link to post
Gez Posted August 7, 2017 Yes, ZDoom has a built-in nodebuilder, ZDBSP, and it can create the GL nodes if needed. On the other hand, GLBoom+ does not have a built-in nodebuilder, and it needs GL nodes. 0 Share this post Link to post
Voros Posted August 8, 2017 (edited) Found an old (and awesome) thread on Deutex out of curiosity Click here I haven't checked it out yet, but the changes mentioned in the changelog most definitely sound promising and we should probably try to merge those changes (after cleaning up) :) if the code is available though. Edited August 8, 2017 by Voros 0 Share this post Link to post
Doctor Nick Posted August 8, 2017 10 hours ago, Voros said: Found an old (and awesome) thread on Deutex out of curiosityClick here I haven't checked it out yet, but the changes mentioned in the changelog most definitely sound promising and we should probably try to merge those changes (after cleaning up) :) if the code is available though. That's interesting. I'd be interested to see a diff between that and the last official release. (4.4.902 or something) 0 Share this post Link to post
Doctor Nick Posted August 8, 2017 (edited) This is interesting: "Default insertion point set to (width/2,height-5) because that is what is used for wall patches and that is what these really are." Is that true? Edited August 8, 2017 by Doctor Nick 0 Share this post Link to post
Voros Posted August 8, 2017 From what I can tell, this already is the case in Deutex if you look at IDENTinsrX and IDENTinsrY. 1 Share this post Link to post
Doctor Nick Posted August 9, 2017 7 hours ago, Voros said: From what I can tell, this already is the case in Deutex if you look at IDENTinsrX and IDENTinsrY. Yeah, from the looks of things, most of the stuff he lists is already in there; either way, the link to the archive with the source code is broken. 0 Share this post Link to post