fraggle
Super Moderator

Posts: 6568
Registered: 07-00 |
RjY said:
This is kind of vague for a bug report but I assume you mean "R_GenerateLookup: column without a patch" for several textures named like GRID* ?
It seems when chocolate doom looks up the lump numbers of the patch names, it gets the identically-named flats instead of the patches, because it doesn't do lump namespacing. So it's trying to parse a plain 64x64 bitmap as a patch. I'm surprised it didn't immediately I_Error, but you seem to have reduced that error to a warning (isn't that against your design philosophy?)
Yes, that's what I was referring to. The Chocolate Doom behavior is the same as Vanilla Doom, which also prints these warning messages and does not bomb out with an error. As you know, textures in Doom are assembled from multiple patches. The error message occurs when you have a wall texture with a column (ie. 1-pixel wide vertical strip) that is not covered by any patch. Every column in a texture has to be covered by at least one patch. I'm not entirely sure why.
hex11 said:
Ah so the comp-dm.deh need monsters in order to work?
A couple days ago I tried using it with a deathmatch map (the one I converted and posted to this thread), but no bots appeared:
code:
chocolate-doom -iwad freedm.wad -server -deh comp-dm3.deh \
-respawn -altdeath -solo-net -file hex11c.wad
If it needs monsters, which one(s) are they? In this case, I'm just looking for a way to test deathmatch play, but it might also be fun to try other deathmatch maps from idgames (without needing a live opponent).
I looked at the deh file, and there's a whole lot of stuff in there for all the different monsters, but I doesn't make a lot of sense to me. :) comp-dm.deh is a dehacked patch that changes the monsters so that they look like (and to some extent behave like?) other players, the idea being that you can have a mock deathmatch with them. I suggest you check out the original thread for more information.
The original mod was a modified executable with some deathmatch levels for playing against the "bots". It was initially thought that the mod was more elaborate, but I later found that the behavior of the modified executable could be captured in a dehacked patch and the bots were just monsters with their appearance/behavior changed.
As I liked the patch I fixed up some of the glitches in it with a view to submitting a cleaned up version to the idgames repository. However, some of the levels included with the original mod were based on original Doom levels, so I decided to replace them with ones from FreeDM instead.
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