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SLADE3 doesn't compile?

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I run Kubuntu Oneiric, and for some reason, even though I have followed all the instructions and compiled my own wxWidgets, SLADE fails to link complaining about some function not being found, even though I used to be able to compile before:

Linking CXX executable ../slade
/usr/bin/ld: CMakeFiles/slade.dir/VirtualListView.o: undefined reference to symbol 'wxWindowBase::InitDialog()@@WXU_2.9'
/usr/bin/ld: note: 'wxWindowBase::InitDialog()@@WXU_2.9' is defined in DSO /usr/local/lib/libwx_gtk2u_core-2.9.so.4 so try adding it to the linker command line
/usr/local/lib/libwx_gtk2u_core-2.9.so.4: could not read symbols: Invalid operation
collect2: ld returned 1 exit status
make[2]: *** [slade] Error 1
make[1]: *** [src/CMakeFiles/slade.dir/all] Error 2
make: *** [all] Error 2

Anyone have any ideas?

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Works fine for me, are you sure you have everything up to date from the svn? Otherwise try installing codelite and using that to compile instead.

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If you use Deutex, you can unpack your wad into a build folder with all of the resources available for editing and then repack it into a wadfile for running.

There is some information here that will help you out.


If you set that up, you can easily edit your graphics with the GIMP and they will be easily rebuilt into the wadfile. That is how Freedoom is built.

You create an empty subfolder to house your wadfile and place a wadfile into it and type deutext -xtract mywad.wad this will unpack the wadfile and then you may edit the resources.

As shown in this example.

john@deep-thought:~/Documents/shareware$ deutex -xtract doom1.wad 
i EX00 Extracting entries from wad doom1.wad
i WR19 Reading WAD ./doom1.wad:	(1264 entries)
i WR19 Reading WAD doom1.wad:	(1264 entries)
i ID10 PWAD entry identification...
i PL05 Palette is Doom
i EX10 Extracting levels...
i EX15 Extracting lumps...
i EX25 Extracting sounds...
i EX32 Extracting musics...
i EX35 Extracting graphics...
i EX40 Extracting sprites...
i EX45 Extracting patches...
w EX48 Will not overwrite file ./patches/sw18_7.ppm
i EX50 Extracting flats...
i EX55 Extracting sneaps...
i EX60 Extracting sneats...
i EX65 Extracting scripts...
i EX99 End of extraction
i AA99 Normal exit
Then as shown below, is how to re-build the wadfile after editing.
john@deep-thought:~/Documents/shareware$ deutex -build wadinfo.txt doomshareware.wad
i CM01 Composing PWAD doomshareware.wad from wadinfo.txt
i WR19 Reading WAD ./doom1.wad:	(1264 entries)
i WW01 Creating pwad doomshareware.wad
i WR19 Reading WAD ./levels/e1m1.wad:	(11 entries)
i WR19 Reading WAD ./levels/e1m2.wad:	(11 entries)
i WR19 Reading WAD ./levels/e1m3.wad:	(11 entries)
i WR19 Reading WAD ./levels/e1m4.wad:	(11 entries)
i WR19 Reading WAD ./levels/e1m5.wad:	(11 entries)
i WR19 Reading WAD ./levels/e1m6.wad:	(11 entries)
i WR19 Reading WAD ./levels/e1m7.wad:	(11 entries)
i WR19 Reading WAD ./levels/e1m8.wad:	(11 entries)
i WR19 Reading WAD ./levels/e1m9.wad:	(11 entries)
i PL05 Palette is Doom
i CM30 Making lumps
i CM50 Making TEXTURE1
w TX38 Texture AASTINKY: width 24 not a power of 2
i TX44 Read 125 textures from ./textures/texture1.txt
i CM41 Making PNAMES
i CM60 Making sounds
w SC14 ./sounds/dsitmbk.au: sample rate != 11025 Hz, won't work on Doom < 1.4
i CM65 Making musics
i CM70 Making graphics
i CM75 Making sprites
i CM80 Making patches
i CM85 Making flats
i WW28 doomshareware.wad: wad is complete, 1260 entries, 4167656 bytes
i AA99 Normal exit
This way, using the shell script that I have on my website, you can rebuild the wadfile easily after editing and this will be safer than using Xwe.

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Lol I know how to use deutex, but slade is considerably much more convenient. Also, slayer, thanks for that suggestion I will try codelite today

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