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Grimm

R_FlatNumForName: not found

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I get these two errors when I try to run my WAD with the original EXE:

R_FlatNumForName: not found AND R_TextureFlatNumForName: not found

Not at the same time, of course, but with two slightly different versions. Note that it gives nothing for the names of the offending thing, just spaces. Anyone know what's causing this? I was aiming for original EXE compatibility, but I might have to scrap that if this can't be fixed . . .

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I'm assuming (since you didn't actually say ;) ) by the error messages that your wad has new flats in it. Make sure they're organised like this:

FF_START
newflats
FF_END
F_END

(where newflats are, well, the new flats)

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Mine just has FF_START, newflats, F_END, and it's always worked fine. In any event, that doesn't explain the texture ever.

Yay. Rebuilding I shall go.

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Have you run your WAD through a checking tool? This can easily be some corrupted data in either the linedef, sidedef or sector sections.

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it may be a simple case of a typo or mis-pasted texture, load your map in zdoom (it seems to be the only port that will load maps with unknown textures/flats) and check the console after it loads and there will be a list of any unfound textures/flats there. Then you can use some kind of search thing (I dunno if any utils have it) to find the offending sidedef or floor/ceiling

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I thought with the original .exe you couldn't include new flats in a PWAD.

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zarkyb said:

I thought with the original .exe you couldn't include new flats in a PWAD.

The Memento Mori's, Requiem and STRAIN were all designed long before ports even existed, and all have new, non-replacing flats :) The latter even has new sprites in it.

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NiGHTMARE said:

The Memento Mori's, Requiem and STRAIN were all designed long before ports even existed, and all have new, non-replacing flats :) The latter even has new sprites in it.

Ah well, shows how much I know then.

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