sirjuddington

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About sirjuddington

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    Slade doesn't mean what it used to

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  1. Looks like this is the same issue as this. From what I can tell, SFML fails to create or activate the OpenGL context, so OpenGL doesn't get initialised and you don't see the console log messages. No idea why it wouldn't be working, either an SFML issue or a driver issue.
  2. At the moment there isn't a way to do this, closest you can do is create an archive script file and put it in the %APPDATA%\SLADE3\scripts\archive folder. The lua file will need an execute function that takes an archive (see the 'archive info' script for an example). The next beta will have more options for writing/saving custom scripts. It'll be possible eventually yeah, I'm just starting with the more simple/safe stuff first. Creating/modifying map geometry in scripts will need to be handled carefully to avoid making it too easy to break a map.
  3. Beta 4 is up now which should fix the script manager crash. Also, the scripting documentation can be found here for anyone interested: http://slade.mancubus.net/docs/scripting/
  4. Hmm not sure what's going on there, i get it too running the release but not my dev build, might be something wrong with slade.pk3. Edit: Ok it looks like it's a bug, guess beta 4 will be soon :P For now you can try creating an empty file called "scriptmanager.layout" in "%APPDATA%\SLADE3" Problem with this one is that I can't reproduce it at all in windows. I got it to happen in linux and fixed it there, guess that doesn't also apply to windows.
  5. Oh nice, love me some TFN, one of the better aussie rock/metal bands for sure.
  6. Heh:

    var sides = slade.map.sidedefs;
    for (var i = 0; i < sides.length; i++) {
        if (sides[i].stringProperty("texturemiddle") != "-")
    		sides[i].setStringProperty("texturemiddle", "AASHITTY");
        if (sides[i].stringProperty("texturetop") != "-")
    		sides[i].setStringProperty("texturetop", "AASHITTY");
        if (sides[i].stringProperty("texturebottom") != "-")
    		sides[i].setStringProperty("texturebottom", "AASHITTY");
    }
    
    var sectors = slade.map.sectors;
    for (var i = 0; i < sectors.length; i++) {
        sectors[i].setStringProperty("textureceiling", "SLIME09");
        sectors[i].setStringProperty("texturefloor", "SLIME09");
    }

    ss01.thumb.png.ac23e60a0d8096b640b1c4693597ba3f.png

    1. Myst.Haruko

      Myst.Haruko

      I guess,sky is also use AASHITTY texture. 

    2. Ichor

      Ichor

      Needs more red.

    3. Memfis

      Memfis

      it actually looks pretty good thanks to the lighting. i can imagine seeing an area like this in a serious level.

    4. Aquanet

      Aquanet

      "Welcome to McDonald's"

  7. Yeah I was surprised not to see it mentioned yet. Finished watching it recently and it's definitely become one of my favourites, just does everything really well.
  8. Hmm yeah, trying it out again calculating the md5 hash for each entry in doom2.wad only adds ~40ms to the load time on my system (from ~80ms to ~120ms), while crc was actually very slightly slower. No idea where the slowness I remember from last time came from. So I guess it is probably best to use md5 for this rather than crc32.
  9. Nothing really. I added it a while ago when thinking of starting on some SLADE scripting stuff, but then decided other things were more important and left it there. At the moment i'm kind of tossing up between Lua, Duktape (JavaScript) and AngelScript.
  10. Hmm, well in that case, while I'd still prefer to use a UDMF-like format, recently I've been investigating using something like duktape for scripting in SLADE, which from what I can tell has a JSON parser (would be kind of weird if it didn't :P).
  11. Ideally it'd be something both SLADE and GZDB can already parse, such as a UDMF-style format. The only problem with that is fields that can have multiple values like Authors. SLADE's parser for UDMF has some extensions (for reading the SLADE config files) allowing values to have comma separated lists for multiple values, and nested blocks. I think CRC32 should be sufficient for this purpose, yes. It doesn't have to be 100% clash proof. Yeah that's fine, it's definitely not impossible to support, just compared to everything else it would take a lot more effort. The main thing is the virtual trees by using / in aliases, just aliases on their own wouldn't be too difficult to add I don't think.
  12. Oh hey, this again :P I did actually start on this a bit back when it was first discussed (branch here), however I quickly found that calculating the MD5 hash for each lump dramatically increased load/save times, which definitely isn't desirable. I'm not sure I had the most optimised MD5 code though, so maybe it could be improved. As for the newly proposed spec, I'm not too keen on using JSON for the formatting, since I'd rather not have to write yet another parser or use yet another library just to read/write these things. The alias thing I can see being pretty difficult to implement too, as useful as it would be.
  13. 1. Currently the undo/redo shortcuts aren't configurable, I can probably change this though. 2. I guess I could add an option for this somewhere. 3. Do you mean in 3d mode? Currently all left/right click shortcuts are not configurable. 4. Currently there isn't any way to do this all in one go as the editing modes are separate. 5. What does this do in DB? Does it just copy+paste the line special (and args for hexen/udmf)?