Problem with <modified> GZDoom

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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bed.intruder
Posts: 2
Joined: Wed Dec 08, 2010 19:51

Problem with <modified> GZDoom

Post by bed.intruder »

Hi. I compiled GZDoom without any errors, but i have some problems.
(Version is 1.5.6 (r1124M))
What I did:
-renamed base pack (gzdoom.pk3) in version.h to base.pk3, and in game dir too;
-made "IWAD" pk3 (gamedata.pk3) from doom2.wad;
-added empty lump "GAMEFILE" into "IWAD";
-modified iwadinfo.txt in base.pk3:

Code: Select all

IWad
{
	Name = "My Game"
	Autoname = "MyGame"
	Game = "Doom"
	Config = "Doom"
	Mapinfo = "mapinfo/doom2.txt"
	Compatibility = "Shorttex"
	MustContain = "GAMEFILE"
	BannerColors = "a8 00 00", "a8 a8 a8"
}
-modified D_main.cpp:

Code: Select all

//function D_Main()
...
//FString iwad = CheckGameInfo(pwads);
FString iwad = "gamedata.pk3";
-modified D_iwad.cpp:

Code: Select all

//function IdentifyVersion()
...
if (iwadparm)
	{
		custwad = iwadparm;
		FixPathSeperator (custwad);
		if (CheckIWAD (custwad, &wads[0]))
		{ // -iwad parameter was a directory
			iwadparm = NULL;
		}
		else
		{
			DefaultExtension (custwad, ".pk3");
			iwadparm = custwad;
			mIWadNames[0] = custwad;
			CheckIWAD ("", &wads[0]);
		}
Today I launched compiled GZDoom, and I had exception:
Access violation reading location 0x00000000
at this line:

Code: Select all

mIWadNames[0] = custwad;
Can you help me? Thanks in advance :)
Last edited by bed.intruder on Thu Dec 09, 2010 6:40, edited 1 time in total.
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Graf Zahl
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Re: Problem with compiled GZDoom

Post by Graf Zahl »

IWADINFO still needs the Names block. Without that the system does not work. The way you hacked in your custom IWAD is cannot work. You have to set the name in the IWADINFO lump.

You should not modify the source code here.

Anyway, good luck with that. Your mod will be eternally locked to your custom EXE if you make such changes. I strongly recommend to forget this. Eventually ZDoom will be able to install user-made IWADs but if you do what you plan to do here your WAD would not be among them.
bed.intruder
Posts: 2
Joined: Wed Dec 08, 2010 19:51

Re: Problem with <modified> GZDoom

Post by bed.intruder »

Thanks. But do I need to return DefaultExtension parameter to ".wad", or not?
wtg62
Posts: 69
Joined: Fri Sep 24, 2010 22:33

Re: Problem with <modified> GZDoom

Post by wtg62 »

I'd say yes because most IWADS are wad files (I'm not sure a pk3 or pk7 IWAD exsists)
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NeuralStunner
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Re: Problem with <modified> GZDoom

Post by NeuralStunner »

Do you never pay attention to the last post date? This has been sitting without response for more than a year. (Also I doubt your input is going to do the OP any good, seeing as they haven't even been here in about as long.) :|
Dean Koontz wrote:Human beings can always be relied upon to exert, with vigor, their God-given right to be stupid.
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Gez
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Re: Problem with <modified> GZDoom

Post by Gez »

Wait, we're already in December 2011? :eek:
Edward-san
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Re: Problem with <modified> GZDoom

Post by Edward-san »

Wed Dec 08, 2010 20:00
Are you sure?

[edit]Hah, Gez beats me :P
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NeuralStunner
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Re: Problem with <modified> GZDoom

Post by NeuralStunner »

I actually have no idea why I said it that way.

... It's been since last year, anyway.
Dean Koontz wrote:Human beings can always be relied upon to exert, with vigor, their God-given right to be stupid.
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