Crawling Out of the Woodwork

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Boingo the Clown
Posts: 102
Joined: Sat Dec 03, 2005 17:40
Location: North of New York, West of Montreal, East of Toronto, and South of Hell
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Crawling Out of the Woodwork

Post by Boingo the Clown »

Since I was considering work on DeiMWolf after a long period of neglect I decided to Give it a run with the current version of GZDooM and see where I left off.

This was the result
OS: Windows XP (NT 5.1) Build 2600
Service Pack 1
M_LoadDefaults: Load system defaults.
Gameinfo scan took 1 ms
W_Init: Init WADfiles.
adding C:/DooM/GZDooM/gzdoom.pk3, 564 lumps
adding doom.wad, 2306 lumps
adding deimwolf.wad, 825 lumps
adding DWTEXTUR.WAD, 137 lumps
I_Init: Setting up machine state.
CPU Speed: 1695 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Celeron(R) CPU 1.70GHz
Family 15, Model 1, Stepping 3
Features: MMX SSE SSE2
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.26.10
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.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
Adding dehacked patch deimwolf.wad:DEHACKED
Patch installed
Warning: CeilingLight and NonsolidMeat5 both have doomednum 62.
Warning: HangingPan1 and HangTNoBrain both have doomednum 78.
Warning: HangingPan2 and HangTLookingUp both have doomednum 77.
Warning: HangingPan3 and HangTSkull both have doomednum 76.
Warning: HangingPan4 and HangTLookingDown both have doomednum 75.
Warning: Medkit and Medikit both have doomednum 2012.
M_Init: Init menus.
P_Init: Init Playloop state.

Execution could not continue.

Script error, "gzdoom.pk3:animdefs.txt" line 101:
Unknown texture PTN1B0
Since I was only just starting to learn GZDooM editing when I stopped work on the project and have since forgotten absolutely everything I learned up to that point, is there any idea what is happening here?
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Enjay
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Re: Crawling Out of the Woodwork

Post by Enjay »

For some reason it is balking on the definition for the Heretic potion bottle (which should be marked as optional in animdefs). Are your GZdoom exe file and pk3 files "in step" (ie from the same version)?
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Boingo the Clown
Posts: 102
Joined: Sat Dec 03, 2005 17:40
Location: North of New York, West of Montreal, East of Toronto, and South of Hell
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Re: Crawling Out of the Woodwork

Post by Boingo the Clown »

Well, the zip file was unzipped into the directory where a previous version used to be, so it is possible theold pk3 file is still there.

Let me see ...


Nope.

I do have an idea though. Since DeiMWolf was originally being made for Legacy and I used Heretic hack editing in it (due to Legacy not having DECORATE) there may be an artifact of it in there some place.

...

Okay. I found an entry referring to the sprite PTN1A0 but not to PTN1B0 that the error refers to. I changed the sprite name and that made it work.

...

Is the HISESTEX lump still used used by GZDooM?

None of the high res graphics or sprites I put into the wad as lumps and used as replacements in the HIRESTEX lump appear in the game anymore. They did when I first did it years ago, but not anymore.
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