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Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Boingo the Clown
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Uh Oh!

Post by Boingo the Clown »

After months of inactivity, I started working on DeiMWolf again.

Minutes ago I downloaded and installed the current version of GZDooM, and when I tried to run DeiMWolf, this is what I got:
OS: Windows XP 5.1 (Build 2600)
Service Pack 1
M_LoadDefaults: Load system defaults.
W_Init: Init WADfiles.
adding C:/DooM/GZDooM/gzdoom.pk3
adding doom.wad (2306 lumps)
adding deimwolf.wad (795 lumps)
adding DWTEXTUR.WAD (137 lumps)
I_Init: Setting up machine state.
CPU Speed: 1694.507488 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Celeron(R) CPU 1.70GHzn(R) CPU 1.70GHz
Family 15, Model 1, Stepping 3
Features: MMX SSE SSE2
I_InitSound: Initializing FMOD
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
P_Init: Checking cmd-line parameters...
G_ParseMapInfo: Load map definitions.
S_InitData: Load sound definitions.
TEAMINFO_Init: Load team definitions.
LoadDecorations: Load external actors.
R_Init: Init Doom refresh subsystem.

Execution could not continue.

W_OpenLumpNum: 4294967295 >= NumLumps
Any idea what that could mean?

<<EDIT: Everything was running without incident on the old version I was using (1.0.15 R203).>>
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Graf Zahl
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Post by Graf Zahl »

Old version indeed!

Yes, there were some changes to the texture loading code. If this is the bug I suspect it is upgrading to the latest SVN build should at least give a better error message.
Get it here:

http://nash.wanzafran.com/doomstuff/svn/
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Post by Boingo the Clown »

Okay.

So I downloaded svn and the game runs, but now my high res startup screen is not appearing, and the menus are appearing in the same as what they would have appeared like in 320 x 200 mode.

What's up with that?
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Post by Graf Zahl »

Post the error message from the console.
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Boingo the Clown
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Post by Boingo the Clown »

There is no error coming from the console in the SVN version.

As near as I can figure, the game is not loading in the high res textures for the menus and the start screens.

I should note that I am still using wads and have not switched over to PK3 yet. That might be relevant.

My opening screens were done by remapping my high res pics over the existing DooM screen graphics. The menu graphics were remapped over low res place keep versions.
HIRESTEX wrote: //Titles

remap TITLEPIC PC13
remap CREDIT BJSPLASH

//Menu Graphics

remap M_SKULL1 BIGP38
remap M_SKULL2 BIGP38

remap M_NGAME NG
remap M_LOADG LG
remap M_SAVEG SG
remap M_OPTION OPTIONS
remap M_RDTHIS RT
remap M_QUITG Q

remap M_EPISOD WETP
remap M_EPI1 EFW
remap M_EPI2 OE
remap M_EPI3 DFD
remap M_EPI4 DC

remap M_SKILL HTAY
remap M_JKILL CIPD
remap M_ROUGH DHM
remap M_HURT BEO
remap M_ULTRA IADI
remap M_NMARE IOPCP
It appears that the remapping is not taking place, so I am getting the normal DooM screens at startup, and the low res place keeper graphics for the menu instead of the ones I intend to be seen.

If it helps, here are some screen shots showing ....

... what I should be seeing ...

http://www.doomlegends.com/deimwolf/tempss03.png
http://www.doomlegends.com/deimwolf/tempss04.png

... and what I am actually getting.

http://www.doomlegends.com/deimwolf/tempss05.png
http://www.doomlegends.com/deimwolf/tempss06.png

<<EDIT: It appears the new problem is occurring with all graphics that use the "remap" command.">>
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Post by wildweasel »

My "define" commands in HIRESTEX don't work either, as of 1.1.2r101 from Nash's repository. No errors appear in the console, but when I display my hires ammo icon via SBARINFO (which should be possible according to Blzut), it still appears in its original (i.e. friggin' huge) size. A bit distracting.
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Post by Graf Zahl »

It's certainly working for me so I need more information. In pasrticular, the WAD loading order is important. If the HIRESTEX lump is read before the graphics lump it won't work as expected. Hires replacements must either be in the same WAD as the original texture or in one loaded later.
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Post by Boingo the Clown »

I will try changing the position of the HIRESTEX lump and see what happens.

<<EDIT: Nope. I moved HIRESTEX to the bottom of the list and it had no effect.>>

<<EDIT: Would it help if I sent you a copy of the wads?>>
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Post by NightFright »

While we are at it:

Do you guys have a proper method to get latest jDUI (or any other UI pack for Heretic, Hexen etc) working with GZDoom? It probably involves restructuring the existing pack, but I would like to know if it can be done (and if so, how).

I have found out that very few graphics can be used, such as TITLEPIC or INTERPIC which are simple screens without any patches. These would be placed into a "graphics" folder, zipped and used along with jDTP. There's still the issue with double filenames (e.g. TITLEPIC - different for Doom, Doom2, TNT and Plutonia) so you would have to create different packs for each WAD. Is there a way to get this working with subdirs and just one packed file?
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Post by Graf Zahl »

Boingo the Clown wrote:
<<EDIT: Would it help if I sent you a copy of the wads?>>

Yes, but please include the order in which you load them.
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Post by Boingo the Clown »

http://www.doomlegends.com/deimwolf/buggered.zip

Sorry to take so long getting this up. I had my reasons.

IWAD Required: Ultimate DooM
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Post by Boingo the Clown »

Hmmm ...

It has been an entire week.

Any word?
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Post by Graf Zahl »

Not yet. I was a little busy the last few days.
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Post by Graf Zahl »

Trying to load GIFs?

Well, no surprise that it isn't working. That format is not supported and hasn't been for a long time - precisely since OpenIL has been removed from the project. Convert your images to PNG and all should be fine again.
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Post by Boingo the Clown »

That I shall do.

Since I had been concentrating on building photographic props for much of the time, I had not been doing much work on the game itself, and that work was done using the old version. As a result, I have not been aware of the change.
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