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Topics - sirjuddington

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16
SLADE News / A New Wiki Look
« on: May 11, 2015, 02:08:55 am »
In addition to the website visual overhaul detailed last post, the SLADE wiki is now also available directly from the website, styled to match with the rest of the site. The wiki itself is still hosted on GitHub and must be edited there.

In an upcoming release of SLADE the wiki will be available directly within the program (Help -> Online Documentation), opened as a tab, as long as there is an active internet connection and wxWebView support is enabled (which is the default in Windows and OSX).

17
SLADE News / A New Look
« on: May 07, 2015, 02:27:48 am »
As you can probably see, the SLADE website has had a bit of a facelift - less rounded edges! softer colours! fancy animations!

For the most part the changes are to the style, with the general layout remaining pretty much the same. The next SLADE release will most likely have an updated start page to match.

As for SLADE development progress, things have been pretty slow recently. Hopefully this will change soon but we'll see. I've earmarked a few more issues on GitHub to address before the next minor release (3.1.0.2), which will most likely be the last minor release before 3.1.1. I hope to have it ready soon, and then 3.1.1 some time later this year.

18
SLADE News / SLADE 3.1.0.1 Released
« on: November 07, 2014, 02:02:06 am »
A small update for 3.1.0 has been released, with various minor fixes and improvements:

Code: [Select]
General
- Updated language configurations
- Typing characters when the browser window is focused will update the filter rather than jump to the next matching item
- Added check for Windows Media Player installation - MIDI playback without a soundfont will now be disabled when WMP is not installed
- Added (optional) confirmation dialog on exit
- Added 'SLADE 2' colour configuration (for map editor)
- Fixed error messages not showing after failed ACC compilation

Resource Editor
- Texture editor patch browser is now correctly centered when opened
- Un-check textures from the current base resource by default in 'Remove Unused Textures' function

Map Editor
- Fixed crash on moving a vertex in a map with no lines
- Scripts are cleared on creating a new map
- Fixed possible crash when saving the map while in 3d mode
- Add the new archive to recent files on map 'Save As' (or saving a new map)
- Fixed wrong UDMF wall/flat scaling preview
- Drawing lines anti-clockwise outside of a sector will no longer create invalid lines

19
SLADE News / SLADE 3.1.0 Released, Finally
« on: June 20, 2014, 02:36:39 pm »
After 3+ years it's finally here - SLADE 3.1.0, with the first iteration of the map editor. A short, probably incomplete overview of the map editor features is below:

Code: [Select]
- Support for Doom, Hexen and UDMF format maps
- 'Split' game configuration system - just select a game and a port, no more long list of 'ZDoom + Doom 2', 'ZDoom + Doom 1' etc. configs
- Syncs up with the resource editor - changed a texture? it'll update in the map editor
- Nice looking, smoothly animated 2d map editor view
-- Textured sectors
-- Filled sector hilight/selection (optional)
-- Multiple thing view styles
- Advanced line drawing feature (default key Space):
-- Can draw lines overlapping or splitting other lines
-- On finishing line draw, sectors are automatically built, no need to play around with sector references
- Shape drawing feature (default key Shift+Space):
-- Same advantages as line drawing, allows for faster drawing of simple shapes, eg. draw a rectangle with 2 clicks instead of 5
-- Currently supports square/rectangle and circle/ellipse shapes, with more simple shapes to come in future versions
- 'Object Edit' feature, similar to DB2's edit mode (default key E)
-- Move and scale by dragging the edit box from the middle or edges
-- Rotate by holding ctrl and dragging the edit box corners
-- A bar will show at the bottom of the window allowing manual entry of offset/scale/rotation values
- 3d editing mode
-- No need to build nodes
-- Allows unlimited view distance (not recommended on old hardware and/or very complex maps)
-- Correct Doom aspect ratio for a more accurate preview of what the map will look like in-game
-- Walls/flats/things can be selected and deselected, allows editing multiple objects at once
-- Shift+click to 'flood-select' similar adjacent walls/flats
- Support for advanced port features:
-- ZDoom UDMF enhancements
--- Sector colouring preview in 2d/3d modes
--- Flat scaling, offsets and rotation preview in 2d/3d modes
-- ZDoom DECORATE thing definitions support
- Categorised texture and thing type browsers
- Script editor with syntax highlighting and autocompletion (ACS only for now)

Of course, the rest of the program has also improved considerably since 3.0.2, with a lot of additions, changes and fixes, outlined below:

Code: [Select]
General:
- Added ability to open maps with [Doom Builder 2](http://www.doombuilder.com) (if it is installed)
- Keybinds are now configurable in the preferences dialog
- Added colour configuration to preferences dialog
- Removed the maps list from the open archives tab on the archive manager
- Merged the Archives and Recent Files tabs into one
- Implemented a custom toolbar, replacing the ugly wxAUI ones
- Implemented notebook tab art class from CodeLite, now tabs look a fair bit nicer, especially in linux
- Added 'Replace x In Maps' feature
- Improved entry type detection speed
- Console command batches (run all commands contained in a file or entry)
- Implemented basic undo/redo system
- Updated the start page layout, changed to use wxWebView (which uses a proper HTML renderer - IE on Windows and WebKit on Linux/OSX)
- Added toolbar size option - Small (16x16, default), Medium (24x24) and Large (32x32). Mostly for use with High-PPI displays (eg. 'Retina' screens)
- Added a basic 'first time setup' wizard, with pages to set up temp folder, base resource archives and node builders
- Added 'Run Map/Archive' feature
- Directories can be opened as archives
- Various updates and additions to game and language configurations
- Many other improvements and bug fixes

Format Support:
- SWITCHES and ANIMATED entries can be compiled from and decompiled into SWANTBLS syntax
- ROTT's masked pictures with translucency are now supported
- HMI, HMP, and XMI music playback has been implemented
- PC speaker sound playback is now emulated
- Added mp3 and tracker module playback
- Added playback of Wolfenstein digitized sounds (VSWAP)

Resource Editor:
- Modified archives now show a - on their tab title
- Added toolbars to most entry panels, replacing the top bar and 'custom' toolbars added to the main bar
- New maintenance options:
-- Clean out entries that are identical duplicates of an IWAD entry
-- Check for duplicated entry content with a CRC-32 check for each entry
-- Basic 'remove unused textures' and 'remove unused patches' actions
- Entry list improvements:
-- Multiple entry name filters can now be entered (separated by commas) eg: "MAP01, MAP02"
-- Added option to colour entry list item background by entry type
-- Added new 'index' column to entry list
-- Added option to alternate entry list row colours
-- Renamed 'Gfx' entry list context submenu to 'Graphics' - will now only show when multiple entries are selected (to avoid having both 'Gfx' and 'Graphic' submenus showing at once)
- Gfx Entries:
-- Gfx offsets are preserved on import
-- In the gfx conversion dialog, the transparent colour can now be set by left-clicking on the current preview image
-- Added 'Modify Offsets' button to gfx entry panel
-- Added 'Convert to...' to gfx entry panel toolbar
-- Colourise and Tint can be applied to multiple gfx entries
-- Translations can be previewed in truecolor; which is useful if you're using the translation editor to get translation strings for DECORATE/ACS for GZDoom, instead of using it to directly change pictures
- Text Entries:
-- Added some extra colour configuration options and themes for the text editor
-- Added 'Jump To' feature for various text languages
-- Added word wrapping checkbox
- Audio Entries:
-- MIDIs can now be played (in Windows) without specifying a soundfont to use (the system MIDI device will be used instead of Fluidsynth)
-- FluidSynth player can now load several soundfonts at once
-- Show message box if errors occured on audio conversion
- Added basic palette editing functionality
- Added ability to directly generate new PLAYPAL, ANIMATED and SWITCHES entries instead of having to create an empty entry and then import content in it
- Added COLORMAP entry generation
- Hex viewer can now also show grid cells as decimal or ASCII
- Added "Edit Level Script" button to MapEntryPanel and FraggleScript language
- Added things to map preview
- Double-clicking a texture entry opens the texture editor
- Patch/texture browser improvements:
-- Changed the browser to use a proper font for item names
-- Browser background changed to the checkered texture used in most other gfx views (optional)
-- Added 'zoom' slider to the browser window

Texture Editor:
- Added ability to export a texture to a single graphic entry
- Rearranged the layout somewhat so that the UI fits better on smaller screens (for TEXTURES editing in particular)
- Added 'Rename Each' for textures
- Improved TEXTURES support
- When saving textures, only texture entries that have actually been modified are rewritten
- Textures can now be sorted
- If alt is held down when moving a patch with the arrow keys, a duplicate patch will be added and moved
- Support for "UseOffsets" property

With 3.1.0 now finally released, work has begun on the next feature update, 3.1.1. It already features the ability to sort various lists (eg. the entry list) by clicking column headers, some improvements to the audio entry player, and support for more advanced map features.

If needed, there may be minor 3.1.0.x updates, which will be purely bug fixes - any new features will have to wait for 3.1.1. I'd also like to start some preliminary work on the project system, for 3.2.0, at some point soon. This time, though, I should hopefully handle it better, releasing reasonably regular 3.1.x updates while 3.2.0 is in development. I'd rather not go 3 years without a stable release again, especially with so much more that needs to be done...

20
SLADE News / 3.1.0 Beta 6
« on: June 02, 2014, 05:51:46 am »
This is just a minor beta update which fixes a few major bugs in beta 5 - 3.1.0 final is still on track to be released reasonably soon.

Read the beta 6 release notes at GitHub

21
SLADE News / 3.1.0 Beta 5
« on: May 20, 2014, 04:21:10 pm »
And we're up to beta 5 now. It's available from the downloads section and at the GitHub release page. Changes since beta 4 can also be found there.

The good news is, bug reports have been slowing a lot since beta 4, so it's looking like this will be the last beta before I can finally release 3.1.0. It's been a very long time coming, but shouldn't be much longer now...

22
SLADE News / 3.1.0 Beta 4
« on: February 25, 2014, 04:23:46 am »
Another month, another beta. I know 3 was meant to be the last, but there have been very many changes and fixes since then and I still don't feel that everything is stable and complete enough for a final release. Since it has been over a month since the last beta, I figured it's about time to get another release out.

The map editor in particular should be a lot more stable now, and hopefully will no longer have problems with sector references on merging and issues with undo/redo.

Who knows how many betas it will take, but I would like for the final release to be as stable as possible, and as long as the bug reports keep coming in, the longer the final release will be delayed - but hopefully will be much better for it.

For full information about changes since beta 3, check the release page over at GitHub.

23
SLADE News / 3.1.0 Beta 3
« on: January 11, 2014, 02:07:53 pm »
And it's the third beta for 3.1.0. There have been a huge number of changes since beta 2, and for the most part everything I wanted to get in for 3.1.0 is done. As such, this will likely be the last beta before the final release, and until then the focus will mostly be on bug fixing and polishing.

For an overview of changes since beta 2, check the GitHub release page here.

24
SLADE News / 3.1.0 Beta 2
« on: November 27, 2013, 04:15:27 am »
SLADE 3.1.0 beta 2 is up, with numerous changes since beta 1. For more information and a full list of changes, head over to the GitHub Release page. You can also download the windows binaries and sources from there, or as usual from the downloads section here.

Work on SLADE has been increasing in pace lately, and I'm hoping to continue this trend and get another beta out reasonably soon. Might even end up with 3.1.0 final before the end of the year if all goes well...

25
SLADE News / 3.1.0 Beta 1
« on: September 17, 2013, 11:34:23 am »
Well I figure it's about time I released a beta for SLADE 3.1.0. The Windows binaries are up at the download section. Note that it requires the MS VC++ 2012 runtimes to run.

As it is a beta release, expect some bugginess, and some things to not quite work right. So make backups and save often, all the usual common sense stuff.

If you happen to come across a bug, be sure to post it (and the stack trace if it was a crash) as an Issue over at GitHub. Feature suggestions can be posted here as well, though for the most part I'm just looking for bugs to fix up at the moment.

As this is the first somewhat public release of the SLADE3 map editor, I'd like to hear some feedback on it - what works well, what doesn't, etc etc. I've done a few things a bit differently to what people might be used to from SLADE2 / Doom Builder. Eventually there will be more documentation up about it on the wiki, but for now I think it would be good to see if things are intuitive or not :P The map editor is not currently feature complete - if there's something that was in SLADE2 that isn't there yet, it's coming (eventually).

Apart from the map editor, there have been numerous changes to the rest of SLADE3 since 3.0.2. Below is a list of some of the bigger changes:
Code: [Select]
General:
- Added ability to open maps with Doom Builder 2 (if it is installed)
- Added console commands to list/set cvars
- Keybinds are now configurable in the preferences dialog
- Added colour configuration to preferences dialog
- Removed the maps list from the open archives tab on the archive manager
- Merged the Archives and Recent Files tabs into one
- Implemented a custom toolbar, replacing the ugly wxAUI ones
- Implemented notebook tab art class from CodeLite, now tabs look a fair bit nicer, especially in linux
- New maintenance option: cleaning out entries that are identical duplicates of an IWAD lump
- Added new maintenance option: check for duplicated entry content with a CRC-32 check for each entry
- 'Replace In Maps' stuff
- Improved entry type detection speed
- Console command batches (run all commands contained in a file or a lump)
- Implemented basic undo/redo

Resource Editor:
- Added ability to export a texture to a single graphic entry
- Gfx offsets are preserved on import
- Added palette editing functionality
- If alt is held down when moving a patch with the arrow keys, a duplicate patch will be added and moved'
- Added ability to quickly jump to items in the patch browser by typing the first few letters of the patch name
- Added word wrapping checkbox to text entry panel
- In the gfx conversion dialog, the transparent colour can now be set by left-clicking on the current preview image
- Multiple entry name filters can now be entered (separated by commas) eg: "MAP01, MAP02"
- Implemented basic 'remove unused textures' and 'remove unused patches' actions
- Added mp3 and tracker module playback
- Changed the browser to use a proper font for item names
- Browser background changed to the checkered texture used in most other gfx views (optional)
- Added 'zoom' slider to the browser window
- Added ability to directly generate new PLAYPAL, ANIMATED and SWITCHES lumps instead of having to create an empty lump and then import content in it
- Texture editor: implemented support for "UseOffsets" property
- Added "Edit Level Script" button to MapEntryPanel and FraggleScript language
- Added playback of Wolfenstein digitized sounds (VSWAP)
- Added COLORMAP lump generation
- Various additions and improvements to texture editor for ZDoom TEXTURES format
- Added option to colour entry list item background by entry type

The list probably isn't complete, but hey, it's been over 2 years since the last release.

26
SLADE News / Been a While
« on: September 12, 2013, 01:35:27 am »
So I just realised it's been more than two years since the last official SLADE release of v3.0.2. I doubt too many people end up reading this stuff, but I figured I should at least post some kind of news about how things have been coming along.

3.1.0 and the Map Editor
Since 3.0.2 was released, I have slowly been getting work done on the map editor component of SLADE3. Currently, it is fairly usable, although missing some features and somewhat buggy. As things are going currently, I don't really see it being complete any time soon. Because of this, I think it's about time I set some kind of cutoff in terms of features for the map editor, started fixing up the bugs and release a beta version of 3.1.0 for testing. Expect this sometime soon.

Version Control and GitHub
Recently I was beginning to realise that I just have too many different sources for bug reports, feature requests and the like. Between the ZDoom forums thread, the SLADE forums, IRC and email, it was getting increasingly difficult to keep track of all the feedback coming in. Additionally, there has been a (justifiable) move away from centralised VCS (cvs, svn, etc) to DVCS (git, mercurial, etc).

I decided to give Git a try, having the source repository for SLADE up at GitHub. This brings multiple advantages, on top of those from using a DVCS, GitHub provides an issue tracker and wiki for the project. The issue tracker makes it much easier to keep track of outstanding bugs and feature requests, anyone can post an issue (just need to sign up for a GitHub account), and I can close said issues via commits when they are addressed. This will be the preferred method for bug reports and feature requests for 3.1.0.

The current SLADE wiki is hosted at Wikia, which while being decent enough for a free wiki host, has become a bit too ad-heavy, among other things. Over the last few days I have been moving the wiki content over to the SLADE wiki on GitHub, which is both nicer than Wikia aesthetically and has no ads.

Documentation
As a whole, SLADE noticeably lacks any real documentation. With the wiki move above, I plan to start writing up some proper documentation for SLADE interface and resource editor features on the GitHub wiki, while the 3.1.0 betas are in development. Once I get started on some of it (so as to have some examples of how the documentation should look), I would not be opposed to anyone else helping out with writing documentation/tutorial pages for the wiki : )

Mac OSX
SLADE is a cross-platform application, and while in the past I have been able to keep it working correctly on OSX, recently I have not been able to do so. As such, I am looking for anyone interested in helping maintain an OSX package for SLADE, so for 3.1.0 it can have an official OSX release. So yeah, if anyone is interested, let me know.

Well I guess that's it for now, stay tuned for the first beta for SLADE 3.1.0 in the coming weeks...

27
SLADE General Discussion / (Trial) move to github
« on: April 17, 2013, 12:13:17 am »
I've been considering moving the repository over to GitHub for a while now, and with the recent addition of git integration to visual studio 2012, I've decided to finally actually give it a try. There isn't really anything I'm unhappy with using the hosted svn, however using github has some pretty nice advantages:
  • Issue tracker - anyone can post a bug/feature request as an issue, and they can be closed/addressed via commit messages
  • Includes a wiki, so the slade wiki can be moved away from wikia (ugh)
  • Whatever advantages git has over svn :P (DVCS is kind of nice, having a local repository makes it easier for me to keep track of changes)
So yeah, I've set up a repository here: https://github.com/sirjuddington/SLADE, and will be using it for a while to see how it goes. Also, since git doesn't use revision numbers the drd svn builds will probably have to go by date, I guess.

28
SLADE News / Forum Registration and SVN
« on: November 01, 2011, 01:06:39 am »
Just a quick update to say that forum registration should be working again (you're no longer always under 13 years of age, heh). Also due to some problems it was causing, the mancubus.net websvn software has been disabled, so for now the only option for browsing the svn is browsing it directly here.

29
SLADE News / Three Oh Too
« on: July 25, 2011, 04:03:10 pm »
And finally, SLADE v3.0.2 is released. The final version doesn't really have any new features over beta 3, but here's an overview of the major changes since 3.0.1:

Code: [Select]
- Many improvements to the texture editor:
-- Extended ZDoom TEXTURES support
-- Textures can be copied and pasted, including between different archives, patches and all
-- Added shortcut keys and context menu for the texture list
-- Added 'Texture' menu when a texture editor is open
- New 'Graphic' menu for gfx entries, with some basic gfx editing functions such as flip/mirror, rotate, colourise and colour translation
- Typing the first few characters of an item to jump to it in lists has been re-implemented
- Added the ability to open entries in separate tabs
- Dumped Audiere as the sound/midi library in windows, and swapped to SFML-audio. Upsides are much better/faster audio support and audio support in linux (and mac). Downsides are no mp3 or module format support (though I'll look into adding these back at a later date)
- Fluidsynth is now used to preview MIDI in both windows and linux
- Palettes can now be exported in various formats: raw, png image, csv and jasc palette
- Many other bugfixes and small improvements

With that out of the way, I now plan to focus on the map editor/3.1 for the most part, although I imagine there will be at least a version 3.0.3 before it is finished as there are still quite a few things I want to add to the general editor. Another thing that needs to be looked at is some proper documentation of editor features, but this is one of those things I'm not so good at, I wouldn't know where to start :P I may put up a few basic tutorials at some point, though, detailing how to perform some common editing activities such as importing, texture editing, etc etc. I imagine there are quite a few minor features many people don't know about :P

30
SLADE General Discussion / Development thread
« on: July 08, 2011, 07:13:02 am »
So this thread will be like an 'unofficial' news thread, where I'll post small development updates about SLADE3 that don't really warrant a proper news post.

So, for the first post, I've been working on the map editor a bit lately, and here are a couple of screenshots of the interface so far:
http://slade.mancubus.net/dev/3/s3me_ui2.png
http://slade.mancubus.net/dev/3/s3me_ui2.png

So far I've gone with more of an 'overlay' approach than the SLADE2/DB2 style info panel. For two reasons: firstly, it obscures less of the editing area itself, and secondly, wxAUI can be a pain to deal with :P

The main problem so far is that, for font rendering, I'm using an SFML RenderWindow integrated into the wxWidgets window. Unfortunately I can only get it to work in windows so far, on linux/gtk the fonts don't show up (an SFML bug most likely), and on mac osx it doesn't draw anything at all :/ So I might have to take another approach to the font rendering, which would mean more external library dependencies and dlls, which is a pain. Still, I haven't given up on SFML just yet :P

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