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Blastfrog

W_CacheLumpNum

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So, I'm trying to port E3M1 of Chex Quest 3 to vanilla Doom, and I get this error as soon as I open the door to the large circular room. I'm clueless what's causing this. I tried looking it up, but I'm still not sure what the cause of the error is.

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GhostlyDeath said:

Are there any extra flats? textures? sprites?

Yes to all 3. Thing is, the level actually loads just fine, it's when I enter the large circular room that it crashes. The large circular room doesn't have a large amount of texture variation at all.

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Are you attempting to make it a stand-alone IWAD or something? Is the appropriate door sound (normal or blazing) actually present?

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Do you get the same bug if you noclip through the door instead of opening it? How about idkfa-ing to open the locked door at the start?

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Gez said:

Do you get the same bug if you noclip through the door instead of opening it? How about idkfa-ing to open the locked door at the start?

Yes to both.

If I play the level in the automap, it runs just fine. When I exit the automap, that's when it crashes.

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Then I guess it is a texture. Or maybe a flat. There's a missing flat right behind that fateful door, CFLOOR6_2. It's used in sectors 42, 139, 140 and 141.

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Ok, I took a go at this. I think the issue is that Doom is loading your TEXTURE1 lump *and* Doom's TEXTURE2 lump. This screws up SW1WOOD, SW2WOOD, and probably many others. Maybe try a 0-length TEXTURE2 lump, or a TEXTURE2 lump with one entry.

Maybe, you'll also need to define all the standard Doom switch textures, as Doom treats those specially.

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