[Graf] Okay this zip isn't working

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Cutmanmike
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[Graf] Okay this zip isn't working

Post by Cutmanmike »

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
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Cutmanmike
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Post by Cutmanmike »

Well.. I would if I could locate your email address again...
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Graf Zahl
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Post by Graf Zahl »

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.
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Cutmanmike
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Post by Cutmanmike »

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.
I've been looking. :P

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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Graf Zahl
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Post by Graf Zahl »

No, it's not here. Please try again.
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Cutmanmike
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Post by Cutmanmike »

God I hate outlook *uses gmail*
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Post by Cutmanmike »

I er.. think it's sent now
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Graf Zahl
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Post by Graf Zahl »

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.
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Cutmanmike
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Post by Cutmanmike »

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?
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Graf Zahl
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Post by Graf Zahl »

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)
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.
3) So I can't make any custom folders? Ah, oh well nevermind.
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.
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?
No, that works ok. For the engine these are just regular lumps without any special properties.
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Cutmanmike
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Post by Cutmanmike »

Graf Zahl wrote: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.
Umm... You've lost me. Could you explain all that? :dunno:
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Graf Zahl
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Post by Graf Zahl »

Don't export your graphics as BMPs, export them as raw data. How did you get these BMPs anyway?
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TheDarkArchon
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Post by TheDarkArchon »

XWE and WinTex output exported patches as BMPs.
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Graf Zahl
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Post by Graf Zahl »

XWE can also export as raw.
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Cutmanmike
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Post by Cutmanmike »

Graf Zahl wrote:Don't export your graphics as BMPs, export them as raw data. How did you get these BMPs anyway?
Well uh... *cough*wintex

I'll try it when I get home.

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