vdgg Posted August 23, 2010 This is a message I get when I tried to play back a demo with my WAD in vanilla. What I did before was I created three new flats so that the teleporter pads could match the grid. Step-by-step what I did: I created 3 bmp images with Paint I created a lump F_START I created 3 lumps GATE5, GATE6, GATE7 Imported the bmps, converted 3 bmps to Doom Flats I created F_END My lump list:F_START 0 Marker GATE5 4096 Flat GATE6 4096 Flat GATE7 4096 Flat F_END 0 Marker MAP01 0 Map THINGS 3340 Map Things LINEDEFS 10836 Map Linedefs SIDEDEFS 39990 Map Sidedefs VERTEXES 3116 Map Vertices SEGS 17844 Map Segs SSECTORS 2240 Map SSectors NODES 15632 Map Nodes SECTORS 4564 Map Sectors REJECT 4006 Reject Table BLOCKMAP 6372 Blockmap What I did wrong? 0 Share this post Link to post
myk Posted August 23, 2010 You need to rename F_START to FF_START. You could also just delete it, but it's better to keep a valid marker there for editing tools to use. 0 Share this post Link to post
Gez Posted August 23, 2010 Yes. The reason is that Doom was not designed for mods with additional flats, patches, textures or sprites, which is why you have to use hacks, include the full original data, or require source ports. It's looking for standard flats, but it looks for them in between the last F_END marker and the last F_START marker. Because you include both, it only has your three GATE flats to look from, and doesn't find the standard flats. By using FF_START instead of F_START, you fool it into looking through all lumps in between the IWAD's F_START and your mod's F_END. 0 Share this post Link to post
vdgg Posted August 23, 2010 Wow, that was quick. Thank you, gentlemen. 0 Share this post Link to post
Quasar Posted August 23, 2010 Gez said:Yes. The reason is that Doom was not designed for mods with additional flats, patches, textures or sprites, which is why you have to use hacks, include the full original data, or require source ports. Fixed that for you. Vanilla can handle custom patches and textures just fine, so long as your new TEXTUREx lump(s) contain the IWAD textures too (or at the bare minimum, the animated textures and switches which are hard-reffed in the EXE). 0 Share this post Link to post
Gez Posted August 23, 2010 Quasar said:so long as your new TEXTUREx lump(s) contain the IWAD textures too (or at the bare minimum, the animated textures and switches which are hard-reffed in the EXE). Which is just what I called "including the original data". :p 0 Share this post Link to post
myk Posted August 23, 2010 When you said that I almost replied in a similar way, but with second thoughts I corrected myself and also imagined other implementations which could have made texture additions more straightforward and autonomous, such as the ability to add extra TEXTUREx lumps that are independent from TEXTURE1 and TEXTURE2, as well as separate PNAMES lumps. Sort of like Quake handles PAK files all the way to PAK9.PAK, in one directory. 0 Share this post Link to post