D_GARG Posted April 20, 2010 yes, which is the best lump editor? I have edited in Slumped and XWE today and i had my DECORATE fucked. is there any that dont goes buggy and messes up your files? 0 Share this post Link to post
Gez Posted April 20, 2010 XWE is famous for going buggy and messing up files. Slumped shouldn't. Worst it does in my experience is crashing abruptly, meaning that whatever work you had not saved yet is lost, but it doesn't corrupt the files. There's also the SLADE3 beta. It's not feature-complete yet and well, it's a beta; but it's already good enough for basic lump management and editing text lumps. Though you might miss Slumped's syntax highlighting, as this is not implemented yet. 0 Share this post Link to post
40oz Posted April 20, 2010 Yeah I wouldn't recommend using SlumpEd AND XWE to manage lumps in a wad. Choose one or the other. They don't get along very well at all. I prefer Slumped because it's a little more stable and is a lot better about not doing things without asking. XWE doesn't have a save button and will automatically save upon exitting, which can be really bad in some situations that I occasionally get into where I had used Doombuilder 2 and XWE to open the same wad, and corrupt my work. 0 Share this post Link to post
DaniJ Posted April 21, 2010 In my experience XWE is the number one cause of "corrupted" IWADs among active modders. As they will open an IWAD to take a look at something, inadvertently change something which XWE will then save. Personally I always write-protect all IWADs, its just safer that way. 0 Share this post Link to post
Bobsklim IV Posted April 21, 2010 slumped is the better one, less buggy and easier to use 0 Share this post Link to post
Ahcruna Posted April 21, 2010 another tip is to not have a WAD open in more then one program for example building in DB(2) and having the same file open in XWE may and will cause the wad to get corrupted. in anycase if your file got corrupted while using XWE there should be a file named "<your wad name>.wad.001.bak" in the same folder as the WAD try and check that one, your DECORATE data may still be intact. 0 Share this post Link to post
D_GARG Posted April 21, 2010 i kind of solved it out, just using slade and doombuilder1 now, one at the time. I have a new problem, I have added a weapon , a shogun which are used when pressing "3" but if I have it already up, and presses "3" again, the entire game hangs itself up. what shall I do about that? 0 Share this post Link to post
Ahcruna Posted April 21, 2010 might be the lower animation, or "deselect" Deselect: PISG A 1 A_Lower Loop if something is screwed in there the weapon will just freeze all other actions 0 Share this post Link to post
D_GARG Posted April 21, 2010 Ahcruna said:might be the lower animation, or "deselect" ok, is NULL important? 0 Share this post Link to post
Gez Posted April 21, 2010 D_GARG said:ok, is NULL important? What NULL? 0 Share this post Link to post
D_GARG Posted April 21, 2010 Gez said:What NULL? for example: ___________________________________ Ready: WSTG A 3 A_WeaponReady Loop Deselect: WSTG A 2 A_Lower NULL AA 0 A_Lower Loop Select: WSTG A 2 A_Raise NULL AA 0 A_Raise Loop Fire: NULL A 1 A_GunFlash 0 Share this post Link to post
Ahcruna Posted April 21, 2010 I don't quite follow, where are you trying to add that? [edit] no you don't need that. the space you added NULL in is where the sprite name is supposed to be. also you don't need to add A_* actions more then once, unless it's something special like sound effects Ready: WSTG A 1 A_WeaponReady Loop Deselect: WSTG A 2 A_Lower Loop Select: WSTG A 2 A_Raise Loop 0 Share this post Link to post
Gez Posted April 21, 2010 Where did you see this example with NULL sprites? Some people use that as invisible sprites, despite the fact that they shouldn't. TNT1 is the invisible sprite, not NULL. (If you ask me, NULL is a better name, but unless someone has a time machine and can change the code before Boom's first release, TNT1 is the only one that has the associated special coding to make sure it's valid and invisible.) There's also no reason to use an invisible sprite here instead of WSTG like the rest of the state. It lasts 0 tics anyway. Those things are used so that the weapon raises and lowers faster, making it nearly instantaneous like in, say, Quake. 0 Share this post Link to post
Gez Posted April 21, 2010 40oz said:PK3<WAD If you're modding specifically for Doomsday/Vavoom/ZDoom or compatible, PK3>WAD. If not, then you won't be using PK3 anyway. Folders > start/stop markers. Makes maintaining the resource archive a lot easier. 0 Share this post Link to post
D_GARG Posted April 21, 2010 ok, found a clue to the source of this problem. in the KEYCONF file i have ______________________ weaponsection "west" addslotdefault 3 WensternShotgun _______________________________ nothing more what happens when i select the gun (3) and its the only gun in "3" and i press 3 again, the whole game freezes unhelpebly. whats wrong in here? btw i have multiple KEYCONF files in my wad 0 Share this post Link to post
Gez Posted April 21, 2010 D_GARG said:btw i have multiple KEYCONF files in my wad Delete them all. People should not use KEYCONF for weapon slots anymore. http://zdoom.org/wiki/Weapon_slots 0 Share this post Link to post
Ralphis Posted April 21, 2010 i still use wintex and it never ruins my shit unlike what ive seen xwe do to rottking 0 Share this post Link to post
kristus Posted April 21, 2010 Wintex will fuck your shit up if you use any non vanilla formatted files. Other than that it works fine. But I also think it got a very slow and clumsy UI. XWE sure got it's bugs. But I know of only one bug that will fuck up your data. And I know when that happens. (If you try to save a WAD that you already got loaded in another program) It's pretty easy to avoid that. And even if I make a whoopsie and that do happen. I always have a one save back backup of the wad. :) But to each their own. 0 Share this post Link to post
printz Posted April 21, 2010 Is it safe to use XWE to tweak resource files currently opened in Doom Builder 2? It wasn't allowed when I was using DB1, but now I can... 0 Share this post Link to post
Ahcruna Posted April 21, 2010 printz said:Is it safe to use XWE to tweak resource files currently opened in Doom Builder 2? It wasn't allowed when I was using DB1, but now I can... It's not, if you save in XWE it will corrupt the WAD so you will have to use the .bak file to restore stuff. even that wont save you some times though. Gez said:Delete them all. People should not use KEYCONF for weapon slots anymore. http://zdoom.org/wiki/Weapon_slots agreed kristus said:Wintex will fuck your shit up if you use any non vanilla formatted files.[/B] Other than that it works fine. But I also think it got a very slow and clumsy UI. Such as what exactly? (just a curious question =] ) I haven't had much problems adding none vanilla stuff in Wintex adding resources as raw data works just fine. anyway since I haven't staid on topic. =x I use Wintex and XWE Wintex is mostly because I can't add a transparent background on stuff I work with when I'm on my cellphone, so I just add the color Wintex replaces with transparency. also because I <3 Wintex being my first ever resource editor for WAD's that I used =) XWE for everything else. 0 Share this post Link to post
D_GARG Posted April 22, 2010 Gez said:Delete them all. People should not use KEYCONF for weapon slots anymore. http://zdoom.org/wiki/Weapon_slots it worked fully and Zero-Bugged with the DECORATE sulution. CODE: { Weapon.SelectionOrder 1300 Weapon.AmmoUse 1 Weapon.AmmoGive 8 Weapon.AmmoType "Shell" Inventory.PickupMessage "You got the shotgun! Lock and load!" Obituary "%o was blown open by %k's shotgun." Attacksound "DukeShotgun/Fire" Decal "BulletChip" Weapon.SlotNumber 3 States { properties goes before states :) 0 Share this post Link to post
printz Posted April 22, 2010 Ahcruna said:It's not, if you save in XWE it will corrupt the WAD so you will have to use the .bak file to restore stuff. even that wont save you some times though.Actually, I've done this several times and it didn't bang. Notice that I meant resource files, not level files. Even now I'm going to do it. 0 Share this post Link to post
Ahcruna Posted April 22, 2010 printz said:Actually, I've done this several times and it didn't bang. Notice that I meant resource files, not level files. Even now I'm going to do it. *facepalm* ah yes of course. I miss read it, yes what I said only comes in account when your editing a map in the same wad =) 0 Share this post Link to post