Memfis Posted April 18, 2015 How to remove unused graphics from a wad? WCleaner says memory could not be read and crashes Old Slade removes iwad textures too New Slade says procedure entry point couldn't be located and doesn't load What else can I try? 0 Share this post Link to post
VGA Posted April 18, 2015 The point is to get SLADE working. Try the development builds: http://devbuilds.drdteam.org/slade/ 0 Share this post Link to post
Memfis Posted April 18, 2015 THANK YOU. Slade-3.1.0.1-626-g0336db5.7z worked! 0 Share this post Link to post
baja blast rd. Posted April 18, 2015 Memfis said:THANK YOU. Slade-3.1.0.1-626-g0336db5.7z worked! Does this allow you to fuse a texture resource with a wad and remove all of the graphics the levels don't use (both in a very simple way, preferably a several-clicks-at-most process)? 0 Share this post Link to post
Memfis Posted April 18, 2015 Pretty much, yeah. Well, for merging I used XWE because I don't know how to do it in Slade. After that I loaded it, clicked on Archive->Maintenance-> 1)Remove Unused Flats 2)Remove Unused Textures (I think it's important to remove them before patches) 3)Remove Unused Patches ... and it worked! It's almost magical. :) 0 Share this post Link to post
VGA Posted April 19, 2015 With SLADE you can copy textures from the Texture Editor of one wad into the Texture Editor of another wad. Unless you don't have TEXTURE1 and PNAMES lumps, in which case you simply copy them over along with the gfx lumps. 0 Share this post Link to post
tourniquet Posted May 26, 2015 I'm having the same issues as memfis mentioned in the OP with the newest version of slade. So i also tried it with the Slade-3.1.0.1-626-g0336db5.7z Dev build but all i'm getting is this Version: 3.1.0.1 (3.1.0.1-626-g0336db5) Current action: arch_clean_textures Stack Trace: 0: [unknown location] [unknown:4848031] 1: [unknown location] IsProcessDPIAware 2: [unknown location] DefWindowProcW 3: [unknown location] [unknown:1955929669]Any suggestions on how to get it work properly? 0 Share this post Link to post
Memfis Posted May 26, 2015 Yeah I'm also getting this error now:Version: 3.1.0.1 (3.1.0.1-626-g0336db5) Current action: arch_clean_textures Stack Trace: 0: [unknown location] [unknown:4848031] 1: [unknown location] [unknown:-394781876] It worked just that one time, now I can't remove unused textures again... 0 Share this post Link to post
cybermind Posted May 26, 2015 Could you post your wad? If I would have the wad, I could track down the crash in WCleaner 0 Share this post Link to post
tourniquet Posted May 27, 2015 This isn't a wad specific issue, i tried several wads and got the same result with all of them. 0 Share this post Link to post
GreyGhost Posted May 27, 2015 Slade crashed while deleting unused textures from gredna.wad. However - there's a newer release (v3.1.0.2) that I'll try tomorrow. 0 Share this post Link to post
Gez Posted May 27, 2015 I think there are some memory leak issues in SLADE 3. I've noticed that if you open a lot of files (especially large archives with over a thousand entries) it reaches a point where it'll fail to open more archives and will crash on exit. This is very annoying but I have had no chance trying to debug it so far. If you get a crash when doing an operation on an archive, was it after a long session where you have also opened and closed several other archives? Do you get the same crash if you restart SLADE, open only the archive that crashed, and try again? 0 Share this post Link to post
scifista42 Posted May 27, 2015 I use SLADE v3.1.0 beta 4, and everything works fine. I've opened gredna.wad, removed unused flats, then removed unused textures (manually unchecking skies and switches), then removed unused patches, then manually removed AWLITE1 and AWLITE2 which remained duplicated. Here is the wad, and it runs in Chocolate Doom without problems (you must use -merge because of new sprites). 0 Share this post Link to post
Memfis Posted May 27, 2015 Gez: for me it crashes even when removing unused graphics is the first thing I do. 0 Share this post Link to post
tourniquet Posted May 27, 2015 Gez said:Do you get the same crash if you restart SLADE, open only the archive that crashed, and try again? Yes, here's what i get in v3.1.0.2. I used Gredna.wad for the sake of having some kind of reference. Spoiler Version: 3.1.0.2 Current action: arch_clean_textures Stack Trace: 0: (c:\dev\slade3\src\archiveoperations.cpp:568) ArchiveOperations::removeUnusedTextures 1: (c:\dev\slade3\src\archivepanel.cpp:2627) ArchivePanel::handleAction 2: (c:\dev\slade3\src\mainapp.cpp:1091) MainApp::doAction 3: (c:\dev\slade3\src\mainapp.cpp:1163) MainApp::onMenu 4: (f:\programming\libs\wxwidgets-3.0.2\src\common\appbase.cpp:612) wxAppConsoleBase::HandleEvent 5: (f:\programming\libs\wxwidgets-3.0.2\src\common\appbase.cpp:623) wxAppConsoleBase::CallEventHandler 6: (f:\programming\libs\wxwidgets-3.0.2\src\common\event.cpp:1751) wxEvtHandler::SearchDynamicEventTable 7: (f:\programming\libs\wxwidgets-3.0.2\src\common\event.cpp:1585) wxEvtHandler::TryHereOnly 8: (f:\programming\libs\wxwidgets-3.0.2\src\common\event.cpp:1495) wxEvtHandler::ProcessEvent 9: (f:\programming\libs\wxwidgets-3.0.2\src\common\event.cpp:1416) wxEvtHandler::DoTryApp 10: (f:\programming\libs\wxwidgets-3.0.2\src\common\wincmn.cpp:3433) wxWindowBase::TryAfter 11: (f:\programming\libs\wxwidgets-3.0.2\src\common\event.cpp:1508) wxEvtHandler::ProcessEvent 12: (f:\programming\libs\wxwidgets-3.0.2\src\common\wincmn.cpp:3427) wxWindowBase::TryAfter 13: (f:\programming\libs\wxwidgets-3.0.2\src\common\event.cpp:1508) wxEvtHandler::ProcessEvent 14: (f:\programming\libs\wxwidgets-3.0.2\src\common\event.cpp:1647) wxEvtHandler::SafelyProcessEvent 15: (f:\programming\libs\wxwidgets-3.0.2\src\common\menucmn.cpp:666) wxMenuBase::SendEvent 16: (f:\programming\libs\wxwidgets-3.0.2\src\common\framecmn.cpp:298) wxFrameBase::ProcessCommand 17: (f:\programming\libs\wxwidgets-3.0.2\src\msw\frame.cpp:826) wxFrame::HandleCommand 18: (f:\programming\libs\wxwidgets-3.0.2\src\msw\frame.cpp:889) wxFrame::MSWWindowProc 19: (f:\programming\libs\wxwidgets-3.0.2\src\msw\window.cpp:2711) wxWndProc 20: [unknown location] gapfnScSendMessage 21: [unknown location] gapfnScSendMessage 22: [unknown location] gapfnScSendMessage 23: [unknown location] DispatchMessageW 24: (f:\programming\libs\wxwidgets-3.0.2\src\msw\evtloop.cpp:170) wxGUIEventLoop::ProcessMessage 25: (f:\programming\libs\wxwidgets-3.0.2\src\msw\evtloop.cpp:232) wxGUIEventLoop::Dispatch 26: (f:\programming\libs\wxwidgets-3.0.2\src\common\evtloopcmn.cpp:206) wxEventLoopManual::DoRun 27: (f:\programming\libs\wxwidgets-3.0.2\src\common\evtloopcmn.cpp:78) wxEventLoopBase::Run 28: (f:\programming\libs\wxwidgets-3.0.2\src\common\appbase.cpp:334) wxAppConsoleBase::MainLoop 29: (f:\programming\libs\wxwidgets-3.0.2\src\common\init.cpp:495) wxEntryReal 30: (f:\programming\libs\wxwidgets-3.0.2\src\msw\main.cpp:188) wxEntry 31: (f:\programming\libs\wxwidgets-3.0.2\src\msw\main.cpp:415) wxEntry 32: (c:\dev\slade3\src\mainapp.cpp:305) WinMain 33: (f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618) __tmainCRTStartup 34: [unknown location] BaseThreadInitThunk 35: [unknown location] RtlInitializeExceptionChain 36: [unknown location] RtlInitializeExceptionChain On a sidenote removing Flats and or patches works. Also thanks Scifista i tried v3.1.0 beta and it actually works. 0 Share this post Link to post
Kappes Buur Posted May 27, 2015 Doesn't seem to work for textures between TX_ markers 0 Share this post Link to post
cybermind Posted May 27, 2015 Memfis: I've fixed the bug in WCleaner. You could grab a new version here: http://www.doomworld.com/vb/doom-editing/65649-wcleaner-wad-optimizer Optimized gredna.wad: https://yadi.sk/d/Xd1lyrrVgueLq 0 Share this post Link to post
scifista42 Posted May 27, 2015 cybermind said:Optimized gredna.wad: https://yadi.sk/d/Xd1lyrrVgueLq Compared to the one I optimized in SLADE3 (link here), WCleanered gredna.wad still contained 253 unused textures, 302 unused patches and duplicated AWLITE1 and AWLITE2. Original gredna.wad had about 1000 unused textures and 1000 unused patches. Unused flats were removed same in both. 0 Share this post Link to post
tourniquet Posted May 27, 2015 cybermind said:Memfis: I've fixed the bug in WCleaner Excellent tool, works flawless, wish i had known about this before. 0 Share this post Link to post
cybermind Posted May 27, 2015 scifista42 said:Compared to the one I optimized in SLADE3 (link here), WCleanered gredna.wad still contained 253 unused textures, 302 unused patches and duplicated AWLITE1 and AWLITE2. My Slade-3.1.0.2-647-ga9e30e4 found 5 unused patches in WCleanered gredna.wad. When I've tried to remove unused textures, Slade crashed. WCleaner currently does not compare patch contents, it uses only their names. Nevertheless, the size difference is very little (WCleaner - 2Â 157Â 276 bytes, your optimization - 2Â 133Â 000). 0 Share this post Link to post
scifista42 Posted May 27, 2015 cybermind said:My Slade-3.1.0.2-647-ga9e30e4 found 5 unused patches in WCleanered gredna.wad. When I've tried to remove unused textures, Slade crashed. Textures should be removed before patches. When I did it the other around (like you did just now), SLADE3 removed 5 patches, then I removed textures and 253 (or so) were removed, then I ran the procedure to remove unused patches again and 297 were removed. 0 Share this post Link to post
GreyGhost Posted May 28, 2015 cybermind said:When I've tried to remove unused textures, Slade crashed. Have you set Doom2.wad as the Base Resource? I forgot to do that last night and it appears to be the cause of my crash. 0 Share this post Link to post
gaspe Posted May 28, 2015 I have the latest version of Slade, to me it works but it removes also the animated textures/flats (unless the first frame), re-adding the missing frames works for the flats but not for the textures. And when you can select which textures remove it is awkward to do it and to scroll them when there are more than 800 textures. 0 Share this post Link to post
scifista42 Posted May 28, 2015 I agree that the texture deletion menu should be more user friendly and allow more options than just manually check/uncheck textures. It does its job, which I'm glad for, but when I need to exclude switches every time I delete textures, I need to scroll through the list and delete all 100 of them one by one manually, which takes half a minute of repetitive work, and while I can bear it, I would welcome if I didn't have to do it every time. At least block select + block unselect + automated selection based on regular expressions would be preferable. And preset features like "Animated textures yes/no", "Switches yes/no", "Skies yes/no". Customization according to position of the texture inside TEXTURE1 (and other factors) would also come in handy. That's only from the top of my head. 0 Share this post Link to post
gaspe Posted May 28, 2015 scifista42 said:At least block select + block unselect + automated selection based on regular expressions would be preferable. And preset features like "Animated textures yes/no", "Switches yes/no", "Skies yes/no". Customization according to position of the texture inside TEXTURE1 (and other factors) would also come in handy. That's only from the top of my head. I think these are good ideas. Anyway in my attempts it actually removed the unused switches and the ones used in my map were working correctly. Also my custom sky was fine. 0 Share this post Link to post