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Posted: Fri Mar 03, 2006 9:12
by Alter
Script error DECORATE line 1
actor CustomInventory is already defined
Posted: Fri Mar 03, 2006 9:52
by Enjay
Ah yes, that's what you'll get if you use it with GZDoom because GZDoom already knows about CustomInventroy. It'll only work to fix mods with 96x.
Posted: Fri Mar 03, 2006 23:49
by Nash
I'm using 1.0.01 and I'm lovin' it.
ZDoom will scrap the old implementation, so either way, the Weapons Resource WAD is either going to become obsolete or is going to have to be edited to comply with the new format. End of story.
I don't blame Graf or Grubber; everyone should know what purpose an UNOFFICIAL BUILD serves. .96x was very temporary in nature. I thought everyone was aware of that already.
Posted: Sat Mar 04, 2006 3:27
by Enjay
Nash wrote:either way, the Weapons Resource WAD is either going to become obsolete or is going to have to be edited to comply with the new format.
IMO, of course the WRW should be updated with the fix. However, because it is only intended as a resource, any mod author intending to use it properly will be editing it anyway. It's just the people who are trying to use it like a mod in its own right that will have problems - not least of which will be having a silly number of guns.
Posted: Sat Mar 04, 2006 10:46
by TheDarkArchon
The error is caused by an old version of Tainted Decorum's Chi Gem. Replace the Chi Gem with the below:
Code: Select all
ACTOR ChiGem : CustomInventory 25092
{
Scale 0.6
Inventory.Amount 1
Inventory.MaxAmount 1
Inventory.Icon CHIGC0
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "Chi Gem"
+INVBAR
States
{
Spawn:
CHIG AB 8
loop
Use:
TNT1 A 0 A_Print("Equip the Unmaker to use this item")
TNT1 A 0 A_PlayWeaponSound("chigem/use")
Fail
}
}
Posted: Sat Mar 04, 2006 11:42
by Alter
TDA@:It still crashes even after pasting new version of chigem
Posted: Sat Mar 04, 2006 12:34
by TheDarkArchon
+NOALERT isn't a known flag?

Posted: Sat Mar 04, 2006 14:24
by Graf Zahl
Posted: Sat Mar 04, 2006 16:17
by TheDarkArchon
Quite possibly, though the error came up in 1.0.0.1 and not 1.0.0.0
Posted: Sat Mar 04, 2006 21:34
by Nash
No wonder I get tons of monsters waking up eventhough they aren't supposed to.
Is Randy going to fix all of these bugs anyway?
Posted: Sat Mar 04, 2006 21:36
by Graf Zahl
He has to. Otherwise the upcoming ZDoom versions won't be that populat. The last 2 already have a questionable reputation.
Posted: Sun Mar 05, 2006 9:22
by MartinHowe
Graf Zahl wrote:He has to. Otherwise the upcoming ZDoom versions won't be that populat. The last 2 already have a questionable reputation.

One of the reasons I use GZDoom even for day-to-day dooming is the bugs in "Official" ZDoom and the time between bugfix releases

I could start using subversion but since GZDoom is a true superset of ZDoom and updated frequently, why use ZDoom at all?
Posted: Sun Mar 05, 2006 9:41
by Deathlike2
MartinHowe wrote:Graf Zahl wrote:He has to. Otherwise the upcoming ZDoom versions won't be that populat. The last 2 already have a questionable reputation.

One of the reasons I use GZDoom even for day-to-day dooming is the bugs in "Official" ZDoom and the time between bugfix releases

I could start using subversion but since GZDoom is a true superset of ZDoom and updated frequently, why use ZDoom at all?
You want to see if a bug is ZDoom/GZDoom specific and then you report to the proper forum. Graf is not supposed to fix ZDoom's problems unless it's a critical issue (crashes mainly).
Posted: Sun Mar 05, 2006 10:01
by Graf Zahl
MartinHowe wrote:I could start using subversion
No, you couldn't. The current code contains several serious bugs and DECORATE is completely broken in the SVN code.
Posted: Sun Mar 05, 2006 10:11
by Deathlike2
Graf, have you looked at any of the recent bug posts in the Strife Bugs forum? If so, have you fixed any of them which you deemed worth fixing?