Χyzzy Posted October 2, 2016 When I try to compile a simple script in Doom Builder 64, this error message always appears no matter what I do: Expected a colon, but found: Open (11 : 4) (line = 1, pos = 7) This is literally all i have in the script: #include "common.txt" macro 1 { Door_CloseWait30Open(2); Thing_Spawn(3); } I have no clue what's the problem here. Can someone (maybe Kaiser?) tell me what's wrong? It would be greatly appreciated. 0 Share this post Link to post
Gez Posted October 2, 2016 Are you sure it's named Door_CloseWait30Open and not, say, Door_CloseWaitOpen? The parser complains about "Open" which do me would seem to imply it doesn't recognize Door_CloseWait30Open as a single token. I kind of get the feeling (perhaps wrong) that it understood it as "Door_CloseWait(30) Open" which is why it says it expected a colon but found Open. 0 Share this post Link to post
Χyzzy Posted October 2, 2016 Yeah, I tried it without the "30" and it says "unknown identifier". I was thinking the error message might've had to do with line 1, but I've tried placing a colon there and it didn't work. 0 Share this post Link to post
iori Posted October 5, 2016 Here's mine:#setdir "D:\Games\Doom\Doom64\Builder64\Compilers\Doom64" #include "common.txt" macro 1 { Floor_LowerToLowest(4); Floor_LowerToLowest(6); Sector_CopyLightsAndInterpolate(4, 3); Sector_CopyLightsAndInterpolate(7, 3); } Not that your error points to this, but try specifying your compiler directory. 0 Share this post Link to post
Χyzzy Posted October 5, 2016 The error happens even with my directory being correct. If it helps any, I find no problems compiling when I don't have anything between the brackets of macro 1. 0 Share this post Link to post
iori Posted October 8, 2016 Sounds to me like it's not including common.txt, does it actually exist at your #setdir path? Spoiler //************************************************************************** //** //** common.txt //** //************************************************************************** // // SYSTEM (DO NOT MODIFY OR MOVE) // #define PushVar(var) 204:var #define Delay(tic) 203:tic; wait // // DOORS // #define Door_Open(tag) 2:tag #define Door_Close(tag) 3:tag #define Door_Raise(tag) 4:tag #define Door_CloseWait30Open(tag) 16:tag #define Door_RaiseFast(tag) 108:tag #define Door_OpenFast(tag) 109:tag #define Door_CloseFast(tag) 110:tag // // FLOORS // #define Floor_Raise(tag) 5:tag #define Floor_Lower(tag) 19:tag #define Floor_RaiseToNearest(tag) 30:tag #define Floor_LowerFast(tag) 36:tag #define Floor_LowerChange(tag) 37:tag #define Floor_LowerToLowest(tag) 38:tag #define Floor_RaiseCrush(tag) 56:tag #define Floor_Raise24(tag) 58:tag #define Floor_Raise24Change(tag) 59:tag #define Floor_RaiseToNearest2(tag) 119:tag #define Floor_MoveByValue(tag, value) PushVar(value); 212:tag #define Floor_MoveByValueFast(tag, value) PushVar(value); 228:tag #define Floor_MoveByValueInstant(tag, value) PushVar(value); 229:tag #define Floor_SetHeight(tag, height) PushVar(height); 244:tag #define Floor_MoveByHeight(tag, height) PushVar(height); 247:tag // // STAIRS // #define Stairs_Build(tag) 8:tag #define Stairs_Build16Fast(tag) 100:tag // // CEILINGS // #define Ceiling_RaiseCrush(tag) 6:tag #define Ceiling_RaiseCrushOnce(tag) 25:tag #define Ceiling_LowerToFloor(tag) 43:tag #define Ceiling_RaiseCrush2(tag) 44:tag #define Ceiling_StopCrusher(tag) 57:tag #define Ceiling_SilentCrusher(tag) 141:tag #define Ceiling_MoveByValue(tag, value) PushVar(value); 210:tag #define Ceiling_MoveByValueFast(tag, value) PushVar(value); 226:tag #define Ceiling_MoveByValueInstant(tag, value) PushVar(value); 227:tag #define Ceiling_RaiseCrushOnceFast(tag) 232:tag #define Ceiling_SetHeight(tag, height) PushVar(height); 245:tag #define Ceiling_MoveByHeight(tag, height) PushVar(height); 252:tag // // PLATFORMS // #define Plat_DownWaitUp(tag) 10:tag #define Plat_RaiseChange(tag) 22:tag #define Plat_PerpetualRaise(tag) 53:tag #define Plat_Stop(tag) 54:tag #define Plat_DownWaitUp24(tag) 66:tag #define Plat_DownWaitUp32(tag) 67:tag #define Plat_DownWaitUpFast(tag) 121:tag #define Plat_UpWaitDown(tag) 122:tag #define Plat_UpWaitDownFast(tag) 123:tag #define Plat_DownUpByValue(tag, value) PushVar(value); 236:tag #define Plat_DownUpFastByValue(tag, value) PushVar(value); 237:tag #define Plat_UpDownByValue(tag, value) PushVar(value); 238:tag #define Plat_UpDownFastByValue(tag, value) PushVar(value); 239:tag // // TELEPORT // #define Teleport_ToDest(tid) 39:tid #define Teleport_Stomp(tid) 249:tid // // ACTORS // #define Thing_ModifyFlags(tid) 93:tid #define Thing_Alert(tid) 94:tid #define Thing_SpawnDart(tid) 202:tid #define Thing_Spawn(tid) 224:tid #define Thing_SpawnTracer(tid) 231:tid #define Thing_SetReactionTime(tics) 233:tics #define Thing_Dissolve(tid) 242:tid // // SECTORS // #define Sector_SetFloorColorID(tag, id) PushVar(id); 205:tag #define Sector_SetCeilingColorID(tag, id) PushVar(id); 206:tag #define Sector_SetThingColorID(tag, id) PushVar(id); 207:tag #define Sector_SetUpperWallColorID(tag, id) PushVar(id); 208:tag #define Sector_SetLowerWallColorID(tag, id) PushVar(id); 209:tag #define Sector_CopyFlags(dsttag, srctag) PushVar(srctag); 220:dsttag #define Sector_CopySpecials(dsttag, srctag) PushVar(srctag); 221:dsttag #define Sector_CopyLights(dsttag, srctag) PushVar(srctag); 222:dsttag #define Sector_CopyTextures(dsttag, srctag) PushVar(srctag); 223:dsttag #define Sector_CopyLightsAndInterpolate(dsttag, srctag) PushVar(srctag); 235:dsttag // // LINES // #define Line_CopyFlags(dsttag, srctag) PushVar(srctag); 218:dsttag #define Line_CopyTextures(dsttag, srctag) PushVar(srctag); 219:dsttag #define Line_CopySpecials(dsttag, srctag) PushVar(srctag); 230:dsttag #define Line_TriggerRandomLinesByTag(tags) 240:tags // // ELEVATORS // #define Elevator_MoveByValue(tag, value) PushVar(value); 214:tag // // PILLARS // #define Pillar_OpenByValue(tag, value) PushVar(value); 241:tag // // CAMERAS // #define Camera_Clear(tid) 200:tid #define Camera_Set(tid) 201:tid #define Camera_MoveAndAim(tid, nexttid) PushVar(nexttid); 243:tid // // MACROS // #define Macro_Suspend(id) 248:id #define Macro_Enable(id) 250:id #define Macro_Disable(id) 251:id // // MISC // #define Player_Freeze(tics) 233:tics #define Quake(tics) 225:tics #define SetLightID(dst, src) PushVar(src); 234:dst #define Exit 52:0 #define ExitToLevel(map) 124:map #define UnlockCheatMenu 253:0 #define DisplaySkyLogo 254:0 #define No_Op 0:0 0 Share this post Link to post
Χyzzy Posted October 15, 2016 Sorry for the late response. I have confirmed that my #setdir line is right. The problem is the code itself. I copied and pasted your script into DB64 and it compiled without fail. Perhaps the syntax is incorrect? Where do I find the thing ID of something? 0 Share this post Link to post
iori Posted October 19, 2016 Figured it out... The BLAM compiler is reacting badly to any definition in common.txt which has a number in its name:#define Door_CloseWait30Open(tag) 16:tag #define Floor_Raise24(tag) 58:tag #define Floor_Raise24Change(tag) 59:tag #define Floor_RaiseToNearest2(tag) 119:tag #define Stairs_Build16Fast(tag) 100:tag #define Ceiling_RaiseCrush2(tag) 44:tag #define Plat_DownWaitUp24(tag) 66:tag #define Plat_DownWaitUp32(tag) 67:tag As a workaround, use the corresponding number of the action. In your case, simply putting 16 will work instead of Door_CloseWait30Open. #include "common.txt" macro 1 { 16:2; Thing_Spawn(3); } I'll post a bug report for Kaiser/DotFloat... 0 Share this post Link to post
iori Posted October 20, 2016 No problem, I love this port and I'd like to complete a mapset myself, so it's handy to figure these things out. Looking forward to what you can do with it. 0 Share this post Link to post
Gez Posted October 20, 2016 iori said:Figured it out... The BLAM compiler is reacting badly to any definition in common.txt which has a number in its name So you could also do something like: #include "common.txt" #define Door_CloseWaitThenOpen(tag) 16:tag macro 1 { Door_CloseWaitThenOpen(2); Thing_Spawn(3); } 0 Share this post Link to post