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Error: It happens when I reload resources after having defined a 3D model. At first I thought the model itself was crap, so I took the Tracer model from BD and wrote a MODELDEF entry around it. Unfortunately, the error persists, despite having done nothing wrong, as far as I can tell.
From what I can see, the Path is missing, but the wiki clearly states that it's optional. Source:
http://zdoom.org/wiki/MODELDEF Path to model file in the ZIP/PK3. This parameter is entirely optional, its reason for existence is to avoid repeated typing of the path if it is used for the model itself and several skins. This will just get prepended to the specified names, so if it is left out, the ZIP/PK3's root will be used and all paths to the files have to be fully given with their respective properties.
***********SYSTEM INFO***********
OS: Microsoft Windows 10 Pro
GPU: NVIDIA GeForce GTX 970
GZDB: R2684
********EXCEPTION DETAILS********
Value cannot be null.
Parameter name: path1
at System.IO.Path.Combine(String path1, String path2)
at CodeImp.DoomBuilder.ZDoom.ModeldefStructure.Parse(ModeldefParser parser) in x:\Source\Core\ZDoom\ModeldefStructure.cs:line 159
at CodeImp.DoomBuilder.ZDoom.ModeldefParser.Parse(TextResourceData data, Boolean clearerrors) in x:\Source\Core\ZDoom\ModeldefParser.cs:line 81
at CodeImp.DoomBuilder.Data.DataManager.LoadModeldefs(Dictionary`2 actorsbyclass) in x:\Source\Core\Data\DataManager.cs:line 2251
at CodeImp.DoomBuilder.Data.DataManager.Load(DataLocationList configlist, DataLocationList maplist) in x:\Source\Core\Data\DataManager.cs:line 443
at CodeImp.DoomBuilder.Data.DataManager.Load(DataLocationList configlist, DataLocationList maplist, DataLocation maplocation) in x:\Source\Core\Data\DataManager.cs:line 309
at CodeImp.DoomBuilder.MapManager.ReloadResources() in x:\Source\Core\General\MapManager.cs:line 2271
at CodeImp.DoomBuilder.MapManager.DoReloadResource() in x:\Source\Core\General\MapManager.cs:line 2222
at CodeImp.DoomBuilder.Actions.Action.Begin() in x:\Source\Core\Actions\Action.cs:line 256
at CodeImp.DoomBuilder.Actions.ActionManager.BeginActionByKey(Int32 key, Boolean repeated) in x:\Source\Core\Actions\ActionManager.cs:line 557
at CodeImp.DoomBuilder.Actions.ActionManager.KeyPressed(Int32 key) in x:\Source\Core\Actions\ActionManager.cs:line 496
at CodeImp.DoomBuilder.Windows.MainForm.MainForm_KeyDown(Object sender, KeyEventArgs e) in x:\Source\Core\Windows\MainForm.cs:line 1431
at CodeImp.DoomBuilder.Windows.MainForm.display_PreviewKeyDown(Object sender, PreviewKeyDownEventArgs e) in x:\Source\Core\Windows\MainForm.cs:line 1527
at System.Windows.Forms.Control.OnPreviewKeyDown(PreviewKeyDownEventArgs e)
at System.Windows.Forms.Control.PreProcessControlMessageInternal(Control target, Message& msg)
at System.Windows.Forms.Application.ThreadContext.PreTranslateMessage(MSG& msg)
Bug : See the link below. Select three continuous horizontal lines of the three sectors inside the box. (Notice that two of them are joined) If you move them anyhow, the joined sectors will split. It works in both three modes...
Lud wrote:Error: It happens when I reload resources after having defined a 3D model.
Fixed.
Sandro wrote:Bug: Select three continuous horizontal lines of the three sectors inside the box. (Notice that two of them are joined) If you move them anyhow, the joined sectors will split. It works in both three modes...
1. This doesn't happen if you select "Merge dragged vertices" drag mode.
2. The other 2 modes are based on code ported form Slade 3. If you want current behaviour changed, consider creating a bug report at Slade 3 issue tracker.
Partially. Now it says "Error while loading "shipper.md3": unable to find file.", even though the file is in the root folder. Not GZDB.
EDIT: Could all these problems be because I am working with a .wad instead of .pk3? The file extension is missing in the root dir due to wad-ism.
Last edited by Accensus on Wed Jul 20, 2016 3:39 pm, edited 1 time in total.
MaxED wrote:1. This doesn't happen if you select "Merge dragged vertices" drag mode.
2. The other 2 modes are based on code ported form Slade 3. If you want current behaviour changed, consider creating a bug report at Slade 3 issue tracker.
Wow, that's amazing! (I also found out about the texture fitting modes for sidedefs ) Would it be possible to add brightess/contrast settings to visual mode? I tend to play with low brightness, high contrast and my dynamic lights aren't corresponding with their look in game.
Versus wrote:I want to save a UDMF map to old WAD type.
Load a map, then open Map options (F2) and change game configuration to a one, which uses Doom map format. Doing this will convert the map to Doom map format, but it won't convert the action specials.
Would it be possible to add a feature where you can rearrange tabs in Script Editor, similarly to web browsers? Right now the only way is to load files in a certain order but even then you can't have any files open left to SCRIPTS or DIALOGUE files.
So in UDMF I make a door right, and I've never had a problem with doors before, but now it wants to act up and the only way I can get it to work is if I use ACS to raise the ceiling and then close the door. What the hell! When I use Door_Generic, Door_Open, or Door_OpenWaitClose, I get the same result, the door goes down instead of up. Any suggestions?