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Rorix

Need help with crashing

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I am in the process of playtesting my new WAD for ZDoom. It's my first serious attempt in 13 years. Unfortunately, sometimes it crashes in GzDoom. It's only when the first monsters that teleport in show up, and it doesn't happen every time. The map runs fine in Legacy, I have no idea what's wrong. Please download the map if you can help or wish to playtest it. Here are a few screenshots and the download link:

http://img33.imageshack.us/img33/6374/facility3.png
http://img38.imageshack.us/img38/3189/facility2.png
http://img179.imageshack.us/img179/4529/facility1.png

http://rapidshare.com/files/277113331/UAC_Fac.wad

EDIT: I think I figured it out. ZDoom seems to have a fit when the player is standing where a monster wants to teleport in. Does anyone know anything about this?

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Maybe cause the wad is in legacy format? I opened it in DB2 in zdoom (doom in doom) and it didn't recognize the switch actions. It didn't recognize a map in zdoom (doom in hexen), and the only reason I checked legacy format was 'cause you said it worked fine in legacy, which DID show the action types. I have no idea if legacy actions are supported in gzdoom, I map in boom mostly so yea ... gotta wait for someone else.

I'd like to say I like what I could get from the architecture though, loaded it in skulltag first to mess around and I liked it (that was 2 too many likes ... -.-). Anyway I hope you get it working.

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I just had a quick look at the map and two things stood out immediately, there may be others

1. no BEHAVIOR lump
2. action specials above 255

after converting this to the zdoom format, many features got lost.

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I made the map in legacy format because I couldn't figure out how to make 3d floors in zdoom format. I use GzDoom when testing the maps - not legacy, and I've never had a problem before. In fact, after testing a little more with legacy I found some display and scripting problems (strange, no?).
I'm kind of new to playing around with lumps. Could you please explain the behaviour lump issue?
As of now, the level seems to work in GzDoom just fine. It's now fairly difficult to get in the way of a teleporting monster and crash the game.

EDIT: Sorry, It doesn't work in ZDoom. GzDoom is required for the map to run properly. My apologies to anyone who downloaded. The download link in my original post now gives a fixed version of the map (still only works in GzDoom though).

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Rorix said:
I made the map in legacy format because I couldn't figure out how to make 3d floors in zdoom format.

ZDoom does not have that feature, not yet anyways.

Rorix said:
Could you please explain the behaviour lump issue?

Maps for ZDoom or GZDoom have a BEHAVIOR lump, which is the compiled lump for scripts. If you have not made and compiled a script, it is just empty.


The fixed version does crash in GZDoom.

It is only in GZDoom ( and not in ZDoom ) that Graf Zahl went to the trouble to include some support for Legacy maps.
See xlat\base.txt in gzdoom.pk3.

You might as well build your maps in GZDoom, then.

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Thanks for helping me out. Unfortunately, doom builder doesn't allow me to make maps for GzDoom. Is there a way to make a doom builder config file for it? I could try a different map editor, but the 3d mode is very useful and I would like to use doom builder if possible.

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Awesome. Got the config file for GzDoom. I never knew just how much I could do with GzDoom. Thanks so much for helping out a noobcake like me guys.

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