kalinus Posted December 24, 2013 Hey I made a DM level for Zandronum it will load from gzdoombuilder to zandronum. But if I run it straight from Zandronum it says no map tud01 exists. Any Ideas why? 0 Share this post Link to post
Guest Unregistered account Posted December 25, 2013 It would help if we could see it - and whenever I make a level with a non-existent map number, it works but it says "<Map number>: Unnamed" and no music plays unless you add it using XWE, Slade or through scripting. 0 Share this post Link to post
kalinus Posted December 25, 2013 Joe667 said:It would help if we could see it - and whenever I make a level with a non-existent map number, it works but it says "<Map number>: Unnamed" and no music plays unless you add it using XWE, Slade or through scripting. Here is my post of this map and its project. Download link is there. Thanks and Merry Christmas ^_^ Edit: Didnt post the link lol http://www.doomworld.com/vb/showthread.php?postid=1203354#post1203354 0 Share this post Link to post
GreyGhost Posted December 26, 2013 Interesting - the Map/ChangeMap console commands appear to be broken or disabled in Zandronum and have been since at least Skulltag 0.98d. Drag-n-drop doesn't work either. If you haven't already done so I'd suggest you check the Zandronum forums to see if there's a workaround for those issues, apart from using a map launcher. 0 Share this post Link to post
Kappes Buur Posted December 26, 2013 kalinus said:... it says no map tud01 exists. I assume that the engine looks for the default MAP01, Map02, etc. since it cannot possibly know what name you gave for the mapnumber. kalinus said:Any Ideas why? You should give the engine a clue as to what name you gave for the mapnumber. I created and inserted a map MAP01 with a script to make it pitchblack and immediately carry on to map TUD01 through MAPINFO. http://i.imgur.com/DVe5oQQ.png While this works, I do not know if this is the proper, or only, way to accomplish this. Of course, this has the drawback that it goes through MAP01 first. Example pwad One other thing, you should keep track of placing flats into the proper namespace and not like this: http://i.imgur.com/XLLd3b1.png 0 Share this post Link to post
kalinus Posted December 27, 2013 Ok Problem Fixed I apparently converted from doom format to hexen format I just copied and pasted it in a new map now to fix a weird water issue that just appeared. Kappes Buur said:One other thing, you should keep track of placing flats into the proper namespace and not like this: http://i.imgur.com/XLLd3b1.png I'm still kind of a noob can you elaborate more please. BTW Thanks: GreyGhost, Joe667, and Kappes Buur. 0 Share this post Link to post
Kappes Buur Posted December 27, 2013 kalinus said:I'm still kind of a noob can you elaborate more please. BTW Thanks: GreyGhost, Joe667, and Kappes Buur. Lumps are organized according to category. http://zdoom.org/wiki/Namespace Take a look at the way you have the flats arranged in your map and compare it to the way I did this. Flats, those textures which are used for floors or ceilings, are placed between the markers F_START and F_END, otherwise the editor will be confused at what to use. Likewise patches, those textures which are used for walls, are placed between markers P_START and P_END. ZDoom however has also a namespace TX_START and TX_END for those textures which can be used as flats or patches. 0 Share this post Link to post
Gez Posted December 27, 2013 Kappes Buur said:Likewise patches, those textures which are used for walls, are placed between markers P_START and P_END. That's a bit of a shortcut, patches aren't placed directly, instead they're used to create textures which are placed on walls. This is done in a TEXTUREx lump (or, for ZDoom and Zandro, you can use TEXTURES instead). 0 Share this post Link to post
kalinus Posted December 27, 2013 Kappes Buur said:Lumps are organized according to category. Take a look at the way you have the flats arranged in your map and compare it to the way I did this. Flats, those textures which are used for floors or ceilings, are placed between the markers F_START and F_END, otherwise the editor will be confused at what to use. Likewise patches, those textures which are used for walls, are placed between markers P_START and P_END. ZDoom however has also a namespace TX_START and TX_END for those textures which can be used as flats or patches. Ah ok I'll remember that thanks 0 Share this post Link to post
GreyGhost Posted December 27, 2013 It's also worth noting that each flat has been duplicated, which isn't a big issue but for the sake of neatness you might like to delete the copies. 0 Share this post Link to post
Kappes Buur Posted December 31, 2013 To go directly to TUD01 in my Example pwad above, add NoIntermission to the MAPINFO lump, eg: map MAP01 "ENTRY_MAP" { next = "TUD01" NoIntermission } map TUD01 "TUROK TEMPLE" { LevelNum = 2 next = "TUD01" } 0 Share this post Link to post
kalinus Posted January 2, 2014 Kappes Buur said:To go directly to TUD01 in my Example pwad above, add NoIntermission to the MAPINFO lump, eg: Alright thanks ^_^ 0 Share this post Link to post