Page 1 of 1

[Solved] Weird problem with "Kill" by Team Kill

Posted: Mon Dec 18, 2006 5:26
by Jive
Here is a pwad, not on the idgames archives.
When I launch if with Doom Legacy, all is fine.
With Gzdoom, none of the entries of the pwad is used (I have the music of Doom I, but not the ones of the pwad, I don't hear its sounds but the ones of Doom 1, etc... )

I found a lot of unknow things with the value 9901, but nothing very special, apparently (or I missed it). Even replaced with another thing, the same bad problem is occuring.

LoganMTM said to me that he had exactly the same problem on his computer, and that Zdoom had the same bad issue.
The Attachment is too big.
Max Size: 512 KB
Sorry, you have reached your maximum Upload Quota Limit of 2 MB
?!?... Ok ok... :(
So, I have uploaded it on my site GZW:

link deleted (this bugged version wasn't given for someone else than Graf).

Posted: Mon Dec 18, 2006 9:51
by Graf Zahl
The WAD is improperly structured. The music lumps are all between F_START and F_END so ZDoom/Boom's namespaces put them in a place where the music code can't find them.

You will have to fix this in the WAD itself.

Posted: Mon Dec 18, 2006 13:11
by Jive
Graf, you are amazingly incredibly and definitely a source of astonishment for me!!!

Thank you!

Shame on me: I didn't notice this obvious fact explained by you... :(
All I had to do was to move the entry "F_END" just under "F1_END", and all is fine now... Jesus!!!

Now that it's explained, I think in myself: Jive, you're just a dumbass, my poor guy!!!!

Do you know what for is this thing type 9901 ?
I checked all of the maps, and it was present pretty everywhere.

Posted: Mon Dec 18, 2006 13:33
by Graf Zahl
They gave the Demon Spawn Cube a DoomedNum with Dehacked and recycled it for something else.

Posted: Mon Dec 18, 2006 14:06
by Jive
Jesuuuuuuuuuus...

Dehacked entry:

Code: Select all

Thing 29 (Demon Spawn Cube)
ID # = 9901
Initial frame = 130
Bits = 16
Image

Again, I should have think by myself to verify in the dehacked file...
GrrRrRRrrr...

Thank you a lot for your patience.

Posted: Mon Dec 18, 2006 21:44
by Arcane
Sweet jesus, I loaded that wad in GZDoom last night and nearly had a heart attack at all the errors that popped up. :x

Posted: Mon Dec 18, 2006 23:08
by Syfo-Dyas
Legacy still has some uses apparently! :)


Hope they some day release 2.0 in C++!

Posted: Tue Dec 19, 2006 3:55
by Jive
Arcane wrote:Sweet jesus, I loaded that wad in GZDoom last night and nearly had a heart attack at all the errors that popped up. :x
You must have a poor heart...

I'm currently updating it, and, for now, I didn't have to correct a bunch of bugs and errors.
Here is the content of the part of the text file dedicated to my edition:
[spoiler]I had to move the entry "F_END", wrongly placed (it was preventing to listen the musics and the sounds, and to display some textures and sprites...). I made also the housework in the entries (they are now sorted by category).
- e1m2: I had to add the sector 217 (yellow door) to prevent to go into the end room without the yellow key and to be trapped there.
All sectors with a "Exit" texture for the ground are moved on the editor grid to display it properly.
Texture sector 184 changed: now, there is a good reason to have all those differently lighted sectors.
Textures linedefs 813, 874, 887 & 893 changed
- e1m3: Offset added to linedef 368
Design of the sector 156 (trigger) changed
Effect sector 126 removed (the secret)
- e1m9: design general improved a little bit. Some changes also in the lightings. This map was so poor in term of design... It's still terribly poor, but less. LOL
- e1m5: Centered linedef 815 (trigger).
Removed "lower unpegged" linedefs 647 & 673
- e1m6: tagged the red door (sector 104) to be openable from inside the room (to allow a come back)[/spoiler]
I have still to study the second episode.

Don't forget that you have the bugged version in the zip file that I have uploaded on my site... It wasn't intended to be played by someone else than Graf!!!