Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

[Linux] No Guy's Sky not loading in Zandronum

Recommended Posts

I want to play No Guy's Sky, but I get a weird error message when I try to play it.
Here's what I do to get WADs to work on singleplayer:
1.) Open Doomseeker's Create Server menu
2.) Add the ngs.pk3 file into the "additional WADs" list
3.) Click "play offline"
And here's the following text that appears in my terminal when attempting to run it.


 [11:50:44] Starting (working dir /usr/bin): /usr/bin/zandronum
Zandronum 2.1.2 - 150718-1029 - SDL version
Compiled on Aug  7 2015
M_LoadDefaults: Load system defaults.
Gameinfo scan took 29 ms
sv_maxlives will be changed for next game.
cooperative will be changed for next game.
W_Init: Init WADfiles.
 adding /usr/games/zandronum/zandronum.pk3, 695 lumps
 adding /home/chander/.zandronum/Doom2.wad, 2919 lumps
 adding /home/chander/Desktop/zandronum2.1.2-linux-x86_64/ngs.pk3, 303 lumps
 adding /home/chander/Desktop/zandronum2.1.2-linux-x86_64/ngs.pk3:67p.wad, 8 lumps
I_Init: Setting up machine state.
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Pentium(R) CPU G645 @ 2.90GHz
  Family 6, Model 42, Stepping 7
  Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
I_InitSound: Initializing FMOD
FMOD Sound System, copyright � Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.24.16
V_Init: allocate screen.
Using in-memory database. The database will not be saved on exit.
S_Init: Setting up sound.
ST_Init: Init startup screen.
P_Init: Checking cmd-line parameters...
G_ParseMapInfo: Load map definitions.
S_InitData: Load sound definitions.
Texman.Init: Init texture manager.
Unknown patch 'GUNSC0' in texture 'GUNSC0'
Unknown patch 'NWPGA0' in texture 'NWPGA0'
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Tried to register class 'Fist' more than once.
Script error, "ngs.pk3:oldstuff" line 67:
Invalid state parameter a_setscale 

Can anyone help me fix this?

Share this post

Link to post

Basically the problem is that it defines a class with the same name as a core class (Fist in this case) so the engine has to decide whether "Fist" refers to the first Fist or the second Fist. This is a recipe for disaster.

The solution would be to edit the mod, find where it defines Fist, and rename it to something else (like NGSFist for example) and then look where it uses it and update to the new name.

Share this post

Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now