Author Topic: Slade and Amulets and Armor  (Read 526 times)

TheLastZica

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Slade and Amulets and Armor
« on: February 22, 2016, 04:19:18 PM »
Lysle, can I interest you in working with the author of Slade to get it to fully support AA? I emailed him, and he seems open to adding FULL support including level editing, which is something I doubt DB/GZDB will act to support on their own. And he already has .RES support. You can find him here: http://slade.mancubus.net/index.php?page=contact Naturally, you'd be the better representative here than I.

The editor is under active development, is crossplatform free open source software, supports both map and resource file editing, and should require few changes to get basic AA support up and running; mainly support for editing thing flags as unsigned short, and handling doomednums >32767 properly. I would recommend minimizing actor definition in editor-specific formats and instead provide that through the form of (potentially stub) decorate definitions, which with the right //$ keys can be as fully functioned as doing it in DB/Slade-specific formats, while being usable in both. Only the categories need to be defined in editor format. And I'm considering handling the decorate stubs end of things myself if someone else makes the editor-exe-side stuff happen. That way switching back and forth between Slade, DB, and any other editor with a compliant decorate parser will be comparatively easy.

If you can get the 2 key features into 3.1.1, that would be ideal, as it is much easier to merely edit the configs (which are stored in a pk3) to finish the job than it is to recompile the exe and work with a beta build longterm.
« Last Edit: February 22, 2016, 04:27:30 PM by TheLastZica »

LysleShields

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Re: Slade and Amulets and Armor
« Reply #1 on: February 22, 2016, 11:00:45 PM »
I guess I should look at it since SLADE3 reports it has A&A support.