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eureka-editor's Issues

Broken lines

Expected:
Lines on the arrow indicating your position appear like lines - ie consecutive rows of pixels of same colour that create an illusion of looking at lines.

Actual:
It looks as if parts of the line were "erased".

Tested on Archlinux. Built at b5f1b50

2021-02-28-073146_544x494_scrot

ZDiHF: hover over teleport lines does not highlight respective tagged sectors/things/lines

Eureka is hard coded to highlight the sector tag in Doom Format, but in ZDoom in Hexen format, the action structure was shuffled to use 5 parameters. The Teleport Destination tag can be any one of the 5 parameters. It can also be a ThingID or lineID, depending on the action that triggered it. Eureka should know how to display the Destination for each particular action.

https://zdoom.org/wiki/Category:Teleport_specials

77:TeleportGroup (tid, source, destination, movesource, fog)
215:Teleport_Line (thisid, destid, flip)
71:Teleport_NoFog (tid, useangle, tag, keepheight)
154:Teleport_NoStop (tid, sectortag, nofog)
76:TeleportOther (tid, destination_tid, fog)
78:TeleportInSector (tag, source_tid, dest_tid, fog, group_tid)
39:Teleport_ZombieChanger (tid, tag)

Compilation error on Linux

Here is the error when I try to build this on Linux:
~/Applications/eureka-editor> make
make: fltk-config: No such file or directory
g++ -O2 -g -Wall -Wextra -Wno-unused-parameter -Wno-missing-field-initializers -std=c++17 -fno-strict-aliasing -fwrapv -o obj_linux/Document.o -c src/Document.cc
In file included from src/ui_window.h:27,
from src/e_checks.h:31,
from src/Document.h:23,
from src/Document.cc:19:
src/ui_canvas.h:25:10: fatal error: FL/Fl_Gl_Window.H: No such file or directory
25 | #include <FL/Fl_Gl_Window.H>
| ^~~~~~~~~~~~~~~~~~~
compilation terminated.
make: *** [Makefile:136: obj_linux/Document.o] Error 1

Fix CMake to work on Mac and replace Xcode

Stuff needed to do:

  • Prepare CMake for macOS with guaranteed FLTK download
  • Make sure it can produce signed releases
  • Make sure the deployment target is as before
  • Make sure the same warnings are shown as on the manual Xcode project, or more.
  • Remove Xcode project
  • Make sure it still works on Linux

View > Toggle tags

Would like to see sector tags labelled in 2D view. Bonus if sector hover displays lines to associated linedefs.

Maximize coverage of unit tests

In order to make development safe and also to catch any still-ongoing bugs or wrong behaviour, let's write tests for as much of Eureka as possible before continuing feature development.

First thing placed is always a health bonus

Expected:
When you press the t key and then click a thing, then try to place it - it places that thing you chose.

Actual:
The first thing placed is always a health bonus. It has to be then changed to the actual thing you meant to place in first place.

Not a big deal and one can get used to it but it's somewhat counter-intuitive. Tested on Archlinux, built from b5f1b50

Manage project > map type changes only per map, not project

I started a project in Doom format, made many maps in a single wad. Switched to Hexen format (hit a voodoo doll snag, solved with scripting). It only changed the format for that individual map. All other maps were still in Doom format. Manually iterated through each map, changed format, saved map. Would like a blanket option or rename "Manage project" to "Manage map".

Fix the "Edit text lump" functionality

It seems to always require Hexen format and says that "adding SCRIPTS lump" is only available for it, which is nonsense if user opts for another lump.

Alternatively delete it if it's the job of SLADE.

Study the Meson build system

I need a programmatic build system like CMake or others if I want to effectively create multiple unit test programs which don't link to the entire Eureka. This task is to see whether Meson makes a better option than CMake.

error when building from source

I cloned the git repo and after checking to make sure I had all the required packages I ran make and got this error:

g++ -O2 -g -Wall -Wextra -Wno-unused-parameter -Wno-missing-field-initializers -std=c++17 -fno-strict-aliasing -fwrapv -I/usr/include/freetype2 -fstack-clash-protection -D_FORTIFY_SOURCE=2 -mtune=generic -O2 -pipe -g -fvisibility-inlines-hidden -D_LARGEFILE_SOURCE -D_LARGEFILE64_SOURCE -D_THREAD_SAFE -D_REENTRANT -o obj_linux/Document.o -c src/Document.cc
In file included from src/e_basis.h:31,
from src/Document.h:22,
from src/Document.cc:19:
src/m_strings.h: In member function 'bool SString::noCaseStartsWith(const char*, int) const':
src/m_strings.h:95:58: error: 'strlen' was not declared in this scope
95 | return !y_strnicmp(data.c_str() + pos, c ? c : "", c ? strlen(c) : 0);
| ^~~~~~
src/m_strings.h:29:1: note: 'strlen' is defined in header ''; did you forget to '#include '?
28 | #include
+++ |+#include
29 |
src/m_strings.h: In member function 'bool SString::startsWith(const char*) const':
src/m_strings.h:109:49: error: 'strlen' was not declared in this scope
109 | return !strncmp(data.c_str(), c ? c : "", c ? strlen(c) : 0);
| ^~~~~~
src/m_strings.h:109:49: note: 'strlen' is defined in header ''; did you forget to '#include '?
src/m_strings.h:109:11: error: 'strncmp' was not declared in this scope
109 | return !strncmp(data.c_str(), c ? c : "", c ? strlen(c) : 0);
| ^~~~~~~
src/m_strings.h:109:11: note: 'strncmp' is defined in header ''; did you forget to '#include '?
make: *** [Makefile:137: obj_linux/Document.o] Error 1

Anyone know what's going on? I'm running void linux btw.

Unify saving and nodebuilding

If not even integrate the nodebuilder into the same executable, to simplify stuff and reduce interprocess point of failure.

texture offset crashes in 3d mode

Steps to reproduce the crash:

  1. Load or create a new map
  2. press l for linedef (or e w)
  3. hover with the mouse over a wall (don't click)
  4. hold down the r key and move the mouse, keep moving your mouse cursor outside the boundaries of the wall rectangle (no crash)
  5. click once on the wall so that the lines turn from yellow to orange around the rectangle
  6. press and hold r and move around the mouse cursor again - as soon as you move the mouse cursor outside of the rectangle - Eureka will crash

Tested with 61a308b built on Archlinux

Cannot create a fresh map

Expected:
Going to File -> Fresh map should bring up a dialog box which should allow creating another map in the wad.

Actual:
A dialog does open but it only has one input box. Changing the text string in it and pressing enter doesn't do anything.
There's no "OK" button anywhere on the interface.

New-map-related options behave very similarly (dialog only has a text input box) so perhaps the other options are affected the same way:

  • Fresh Map (already mentioned)
  • Copy Map
  • Rename Map

2021-01-21-162616_489x457_scrot
Everything else in the editor seems to be working fine.

Using Eureka 1.27b
Tested it on Archlinux with the rapoison window manager.

A workaround I'm using is creating new map lumps in another program and then editing the new maps in the wad in Eureka (it works) but that's not very convenient.

It doesn't seem to output any errors to STDOUT or STDERR when this happens.

Possible solutions:

  • I could maybe try an older version and try to pinpoint which commit introduced this problem
  • the editor works fine other than this and so does every dialog box in it but there's an off chance that the ratpoison window manager is somehow doing this so I could try it on a different WM

Pressing "Save" on dialog doesn't do anything

May be related to #28

Expected:
You make a modification. You press Ctrl+T. It asks you if you want to save changes before previewing the map in the game. You click "Save" .....and then the editor either just saves and that's it, or it saves and the game runs the saved wad/map with the modifications you just made.

Actual:
You make a modification. You press Ctrl+T. It asks you if you want to save changes before previewing the map in the game. You click "Save" ....nothing happens

You have to press Ctrl+S and press Ctrl+T and then it previews it as expected.

Tested on Archlinux b5f1b50

2021-02-28-083525_1104x499_scrot

Mode: Line visibility

Would like to see separate modes for invisible, mapped, and secret tagged linedefs. Useful for optimizing in-game map display.

Don't error quit if project setup dialog has invalid resources

At least two cases identified so far:

  1. Invalid resource files (other than ugh)
  2. Ugh files with syntax errors

Instead of suddenly terminating Eureka, they should calmly inform the user and (depending on user experience) either request correction or skip them and close the dialog anyway.

Blocked by

  • #23 because we need a more robust wad system.
  • #97 because we need to easily handle lifetimes of failed objects
  • Scenario: create new project, prepare to overwrite another file. Give it a junk resource file. The operation will fail, but the old file will still be forever lost.

the make command rebuilds everything

Expected:
When I do git pull and then make -C build only the parts that changed get compiled (usually very quick with other projects I do this with)

Actual:
Everything seems to be rebuilt as a whole from scratch every time - even when the change is minor. It takes a good few minutes to compile everything.

Tested on Archlinux 95fae49

I may be doing something wrong. Do I need to pass some argument to only build parts that changed?

Cancelling "Delete Map" deletes the map

Expected:
Going to File->Delete Map and pressing Cancel on the question should just bring me back to the map I was editing.

Actual:
Pressing File->Delete Map->Cancel deletes the map anyway. (deleted map no longer accessible from "Open Map", next one is opened)

Accidentally lost a whole map I was working because of this. (not a big deal as I can make it anew but not super convenient)

Tested it on Archlinux, Eureka built from b5f1b50

2021-02-28-071059_626x202_scrot

Compilation Error on Linux.

When compiling Eureka, I get an error, as shown in the attached photo. Can this compilation error be fixed, if possible? I am compiling on Arch Linux.
eureka-error

Placing new vertex doesn't update the texture in 2d view

Expected:
Placing a new vertex should make the texture in 2d view adjust to the new shape of the sector.

Actual:
The texture seems to look as if nothing was changed.

Steps:
Create a new wad archive.
Press v for vertices.
Place a point inside the rectangle.

Tested on Archlinux, built from b5f1b50
2021-02-28-082444_702x634_scrot

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