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Can't delete a 'thing' in Slade map editor


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Normally I would use Eureka but for some reason, Eureka gives me an error about the map layout and then automatically changes it and basically ruins the entire thing:

 

1078733891_Screenshot2024-05-26at09_09_10.png.95017313ddcde7df08025e39c83ce01a.png

 

My theory on this is, Eureka is on the slightly older side and the map I wanted to edit was built mainly for GZDoom, and I don't think Eureka is the best when it comes to more advanced Doom mods.

 

But later that day I noticed that in Slade, the map is rendered perfectly:

 

340219680_Screenshot2024-05-26at09_05_32.png.2d9d8981ae458029bc0b96c9ccbd24b5.png

 

So then I tried using the built in Map editor in Slade to edit the map.

 

Slade rendererd it all perfectly with no issues:

 

1775470957_Screenshot2024-05-26at09_22_09.png.0b57fd018cee73ff2f74228ba9dc393a.png

 

So then I went into 'things' mode, clicked on player 2, 3, 4, as I want this level to be completly single player, and pressed the delete key, but it didn't do ANYTHING, I started asking for help in various Doom modding/mapping Discord servers, and people all thought that was odd and no one was able to help me.

 

I then started trying out different Doom editors (but because I'm on Mac I wasn't able to use lots of them) I had to use UDB in CrossOver which wouldn't work, well it worked but when I imported all my stuff it wasn't able to emulate the Windows OpenGL and I looked for settings and everything, tried older versions of it and different forks but none of these attempts worked, even tried emulating it on different versions of Windows and different versions of UDB/forks, on 32 bits and 64 bits.

 

Then I tried compiling my own version which also failed, till I decided to give Slade another shot by emulating it which gave me the same exact issue.

 

If someone can help me out with this please do, I'd be really happy!

 

For the kind Giga chads reading this thread, here is some useful information and questions answered for you that might help you to help me:

 

Is it playable? : Yes but only in GZDoom. (I think)

Does it render in GZDoom? : Yes.

Why are there some missing texture assets? : The texture you get when a texture is missing is a texture I'm using lol.

Target source port: GZDoom ofc.

What map are you editing? : Ghoals Forrest 3

Why am I doing this? : I'm working on a big Doom mod, this is for level 9 (E1M9) and don't worry about copyright, I don't plan on releasing this to anyone, it's just a personal mod for me to play.

 

What mods have I made to this map? :

 

• Made it show the default Doom guy hand

• Made the map playable in Doom 1

• Removed some assets I didn't need like the title and intermission screen this mod comes with, as I've made my own version of that and keeping them would have my work be overwrited.

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13 minutes ago, Divided2 said:

So then I went into 'things' mode, clicked on player 2, 3, 4, as I want this level to be completly single player

Just out of curiosity, why does this matter? Especially, especially as:

18 minutes ago, Divided2 said:

it's just a personal mod for me to play.

So it's not like there are going to be players 2 to 4 in the first place, even if they have starts available.

 

Anyways, the reason why Eureka can't load this map is because it's in Hexen format, not Doom format, so the data records for lines and things have different sizes from what it expects, and the read gets all out of sync with the data. Toil lustratet hepro blemj ustt rytodec ipherth issen tence.

 

Anyways, check Edit -> Preferences... -> Keyboard Shortcuts -> Map Editor 2D Mode -> Delete Object. Perhaps it's been changed from the default key, perhaps it's been unbound somehow, or perhaps the delete key detection is failing for some reason and you can rebind it to another key here instead and use this.

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Since you mentioned you're on a Mac, what's labeled as the "delete" key on your keyboard may actually be backspace. Try pressing Fn+Delete.

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5 hours ago, Shepardus said:

Since you mentioned you're on a Mac, what's labeled as the "delete" key on your keyboard may actually be backspace. Try pressing Fn+Delete.

Thank you so much, it worked!

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7 hours ago, Gez said:

Just out of curiosity, why does this matter? Especially, especially as:

So it's not like there are going to be players 2 to 4 in the first place, even if they have starts available.

 

Anyways, the reason why Eureka can't load this map is because it's in Hexen format, not Doom format, so the data records for lines and things have different sizes from what it expects, and the read gets all out of sync with the data. Toil lustratet hepro blemj ustt rytodec ipherth issen tence.

 

Anyways, check Edit -> Preferences... -> Keyboard Shortcuts -> Map Editor 2D Mode -> Delete Object. Perhaps it's been changed from the default key, perhaps it's been unbound somehow, or perhaps the delete key detection is failing for some reason and you can rebind it to another key here instead and use this.

Removing the un-needed player starts matters to me as having useless assets in the game would just irritate me.

 

Oh if the data records of the lines and things are set to a much lower number than the map, in theory could I just modify the two interigers and then re-compile Eureka to fix that bug?

 

And yes your solution worked, thank you!

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3 minutes ago, Divided2 said:

Oh if the data records of the lines and things are set to a much lower number than the map, in theory could I just modify the two interigers and then re-compile Eureka to fix that bug?

Making a version of Eureka that opens Hexen format map would be slightly more involved than just changing two integers.

 

Doom format structs:

	struct LineDef
	{
		uint16_t vertex1;
		uint16_t vertex2;
		uint16_t flags;
		uint16_t type;
		uint16_t sector_tag;
		uint16_t side1;
		uint16_t side2;
	};

	struct Thing
	{
		short x;
		short y;
		short angle;
		short type;
		short flags;
	};

Hexen format structs:

	struct LineDef
	{
		uint16_t vertex1;
		uint16_t vertex2;
		uint16_t flags;
		uint8_t  type;
		uint8_t  args[5];
		uint16_t side1;
		uint16_t side2;
	};

	struct Thing
	{
		short   tid;
		short   x;
		short   y;
		short   z;
		short   angle;
		short   type;
		short   flags;
		uint8_t special;
		uint8_t args[5];
	};

 

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Just now, Gez said:

Making a version of Eureka that opens Hexen format map would be slightly more involved than just changing two integers.

 

Doom format structs:


	struct LineDef
	{
		uint16_t vertex1;
		uint16_t vertex2;
		uint16_t flags;
		uint16_t type;
		uint16_t sector_tag;
		uint16_t side1;
		uint16_t side2;
	};

	struct Thing
	{
		short x;
		short y;
		short angle;
		short type;
		short flags;
	};

Hexen format structs:


	struct LineDef
	{
		uint16_t vertex1;
		uint16_t vertex2;
		uint16_t flags;
		uint8_t  type;
		uint8_t  args[5];
		uint16_t side1;
		uint16_t side2;
	};

	struct Thing
	{
		short   tid;
		short   x;
		short   y;
		short   z;
		short   angle;
		short   type;
		short   flags;
		uint8_t special;
		uint8_t args[5];
	};

 

I was talking about changing Hexen format to Doom format though?

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32 minutes ago, Divided2 said:

I was talking about changing Hexen format to Doom format though?

Then it's a whole lot more difficult than you believe, because these formats use completely different systems for action specials; and while converting from Doom to Hexen is (mostly) possible; converting from Hexen to Doom is absolutely not guaranteed to work.

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42 minutes ago, Gez said:

Then it's a whole lot more difficult than you believe, because these formats use completely different systems for action specials; and while converting from Doom to Hexen is (mostly) possible; converting from Hexen to Doom is absolutely not guaranteed to work.

But my map is made for Doom so it's not Hexen, but as you said Eureka is built more for Hexen which may be causing the error in the op thread, I also meant like adjusting the Eureka code to be more for Doom format.

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3 minutes ago, Divided2 said:

But my map is made for Doom so it's not Hexen

Talking about map formats, not about games. Ghoul's Forest, like most ZDoom projects from before the UDMF era, used the Hexen map format even though the maps were for Doom.

 

If you had read the wiki link I put, you'd have found this.

3 minutes ago, Divided2 said:

but as you said Eureka is built more for Hexen

I said the opposite. The map is in Hexen format, and Eureka only handles Doom format.

 

3 minutes ago, Divided2 said:

I also meant like adjusting the Eureka code to be more for Doom format.

Nonobsting that the Eureka code is already geared to use Doom format; I was merely pointing out that changing an editor to handle a different format is an endeavor more complicated than just changing a couple of values.

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Just now, Gez said:

Talking about map formats, not about games. Ghoul's Forest, like most ZDoom projects from before the UDMF era, used the Hexen map format even though the maps were for Doom.

 

If you had read the wiki link I put, you'd have found this.

I said the opposite. The map is in Hexen format, and Eureka only handles Doom format.

 

Nonobsting that the Eureka code is already geared to use Doom format; I was merely pointing out that changing an editor to handle a different format is an endeavor more complicated than just changing a couple of values.

So should I just use a Hexen builder to modify this map lmao?

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There's no such thing as a Hexen builder as far as I know. Only map editors that can handle more than one map format and more than one game, like SLADE or any of the Doom Builder family since Doom Builder 2.

 

And haven't you already modified the map in SLADE anyway?

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Just now, Gez said:

There's no such thing as a Hexen builder as far as I know. Only map editors that can handle more than one map format and more than one game, like SLADE or any of the Doom Builder family since Doom Builder 2.

 

And haven't you already modified the map in SLADE anyway?

Yes I've managed to delete the things I wanted to delete in my map, but I haven't been able to add things I want to add.

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1 hour ago, Gez said:

and Eureka only handles Doom format.

 

Sorry, but all the maps I have built are DiHF, made in Eureka:

 

image.png.e352bd63efad526d5158cd504c19fed7.png

 

However, I have seen the weird corruption thing in the OP. IIRC, even with a map I built in DiHF, in Eureka. The corrupted linedefs in Eureka, seemed perfectly OK in the Slade3 editor. 

 

To answer the original question though - hover over the Thing and press the delete key - with the caveats above about Mac equivalent.

 

 

 

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7 hours ago, Divided2 said:

Removing the un-needed player starts matters to me as having useless assets in the game would just irritate me. 

Player starts aren't spawned into a map, they are just used as reference points and don't exist if the player isn't physically present. You are literally wasting time doing nothing.

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