'null' in SBARINFO stops loading

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Expand view Topic review: 'null' in SBARINFO stops loading

Re: 'null' in SBARINFO stops loading

by Gez » Mon Jan 09, 2017 11:52 am

This also affects the PSX Doom TC.

Re: 'null' in SBARINFO stops loading

by Ed the Bat » Sun Jan 01, 2017 4:09 pm

It'll be up to LizardCommando, but I'll bring the idea to him. There could be some other improvements in the mod I'd like to pitch to him, and I'd be sure to update the SBARINFO to do things correctly (and silence the truncation warnings while I'm at it).

Re: 'null' in SBARINFO stops loading

by Graf Zahl » Sun Jan 01, 2017 4:06 pm

Hotfix, no, but if you plan a new release it would be better.

Re: 'null' in SBARINFO stops loading

by Ed the Bat » Sun Jan 01, 2017 3:13 pm

I had a feeling it was something like that. I guess all I really need to know is, will I need to put out a hotfix for the mod to cover this? It's no trouble, but I won't do it if it's not necessary.

Re: 'null' in SBARINFO stops loading

by Graf Zahl » Sun Jan 01, 2017 3:11 pm

This was caused by 'null' becoming a keyword. The SBARINFO parser is rather lax and treated any unknown color name as 'untranslated' instead of throwing an error. That's why 'null' got through. But now that it is a separate token type it needs special handling.

'null' in SBARINFO stops loading

by Ed the Bat » Sun Jan 01, 2017 2:35 pm

Lizard Squad v5.2, released in December 2013, no longer works in GZDoom (still true as of Jan 1 dev builds). I made brief mention of the issue here: http://forum.zdoom.org/viewtopic.php?f= ... 50#p961644

SBARINFO uses 'null' when 'untranslated' would have been the correct term. I will not deny this is a modding error/oversight, but up until (I presume) the introduction of ZScript, this did not prevent the mod from launching. Now:

Code: Select all

Execution could not continue.

Script error, "lizardsquad-v52a.zip:lizardsquad.wad:SBARINFO" line 66:
Expected identifier but got 'null' instead.
...which I suppose would qualify as a ZDoom regression.

If this isn't something that can be fixed engine-side, I can certainly release a hotfix. I just wanted to check first if that's something I would need to do.

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