[Graf] Okay this zip isn't working
Moderator: Graf Zahl
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[Graf] Okay this zip isn't working
Right, that big project a while ago? Eatme? I've tried converting it into a zip. Running it gives me a crash report. Could you explain what's causing it or have any ideas how to prevent it?
I've emailed you the zip and report
I've emailed you the zip and report
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I've been looking.Graf Zahl wrote:Look at a post of me in the ZDoom forums. I won't post my mail address in an open forum anymore. I already get enough spam.

Edit: Sent!
Edit2: Erm, well I thought it sent anyway. Outlook was being an annoyance before I went to bed last night. If it's not there give me a shout.
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Let's start:
1) not critical but inadvisable: Don't use BMPs. Either use PNGs or Doom patches. BMPs result in slightly reduced performance and the graphics won't work with the software renderer. Furthermore, when using BMPs the offset and transparency information is lost.
2) thumbs.db = big problem. The texture initialization code is not robust enough to handle unrecognizable data in all cases.
3) There is no 'lumps' folder that is being recognized. All its contents must be in the main directory.
The crash occurs when DevIL fails to read a graphics lump. But it doesn't happen with my most recent build and is the same as Enjay's bug.
1) not critical but inadvisable: Don't use BMPs. Either use PNGs or Doom patches. BMPs result in slightly reduced performance and the graphics won't work with the software renderer. Furthermore, when using BMPs the offset and transparency information is lost.
2) thumbs.db = big problem. The texture initialization code is not robust enough to handle unrecognizable data in all cases.
3) There is no 'lumps' folder that is being recognized. All its contents must be in the main directory.
The crash occurs when DevIL fails to read a graphics lump. But it doesn't happen with my most recent build and is the same as Enjay's bug.
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1) No bmps? PNGS need to be used i'm guessing? Oh god, looks like that's me busy for the rest of the night (unless there's some quick convertion tool out there)
2) Damn those things.
3) So I can't make any custom folders? Ah, oh well nevermind.
Btw, you might notice in the Lumps folder that I made that the TEXTURE1 and PNAMES were there. They still work right? I mean, I won't have to go through the trouble of converting all my current textures?
2) Damn those things.
3) So I can't make any custom folders? Ah, oh well nevermind.
Btw, you might notice in the Lumps folder that I made that the TEXTURE1 and PNAMES were there. They still work right? I mean, I won't have to go through the trouble of converting all my current textures?
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It's not just BMP/PNG but you have to preserve the offsets and transparency information. If that is too much work just extract all the lumps as raw patch data from the WAD and put them in.Cutmanmike wrote:1) No bmps? PNGS need to be used i'm guessing? Oh god, looks like that's me busy for the rest of the night (unless there's some quick convertion tool out there)
Intentionally not. Keep in mind that in the future more subdirectories might be used directly by ZDoom (as already for mapinfo/ and actors/) Therefore only a very limited amount of directories are mapped into the global namespace.3) So I can't make any custom folders? Ah, oh well nevermind.
No, that works ok. For the engine these are just regular lumps without any special properties.Btw, you might notice in the Lumps folder that I made that the TEXTURE1 and PNAMES were there. They still work right? I mean, I won't have to go through the trouble of converting all my current textures?
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