[4.8.0+] Dehacked errors with mods

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Expand view Topic review: [4.8.0+] Dehacked errors with mods

Re: [4.8.0+] Dehacked errors with mods

by Graf Zahl » Thu Sep 14, 2023 11:45 am

Duplicate of something long fixed.

Re: [4.8.0+] Dehacked errors with mods

by Graf Zahl » Thu Sep 14, 2023 11:44 am

Duplicate of something long fixed.

Re: [4.8.0+] Dehacked errors with mods

by merlin86 » Wed Jun 14, 2023 4:36 pm

Hmmm, after I played a bit, I think something changed in the DeHacked parser after 4.7.0.
Even a simple patch to change the health of the SS guard triggers that error.
I might prepare a simple DECORATE that triggers the error and then have a look at the debugger. I hope to update soon this post with my findings.
Fun fact: without the mod and only with the patch everything works correctly.

Update 1: Both wads (Resurge and Abscission) replace Commander Keen with the SS Guard.
The SS Guard itself has its states modified, like in Abscission the state for Explode is the same as for Death.

Re: [4.8.0+] Dehacked errors with mods

by cubebert » Wed Jun 14, 2023 5:52 am

merlin86 wrote: Tue Jun 13, 2023 4:51 pm Looks like there is something weird on the Samsara part, even the newest one aka Reincarnation.
If I use any other mod I have (Like Final Doomer + , there is no error)
I made a github issue here : https://github.com/ZDoom/gzdoom/issues/2090
Thanks for doing that, merlin86. I did notice that some gameplay mods trigger this error but others don't, and with the sheer filesize of Samsara Reincarnation, it may not be the best mod to test out the errors with. I think instead, using this version of Brutal Doom v20 would be a better option as it isn't as large and it still triggers the error. I may need to extract the mod manually and find out what would be the cause for these console errors, so having a smaller mod to work with would be beneficial.

Re: [4.8.0+] Dehacked errors with mods

by Professor Hastig » Tue Jun 13, 2023 11:32 pm

From the console output my guess would be that the patch contains fixed spaces (character 0xa0) which throws the parser off.

Re: [4.8.0+] Dehacked errors with mods

by merlin86 » Tue Jun 13, 2023 4:51 pm

Looks like there is something weird on the Samsara part, even the newest one aka Reincarnation.
If I use any other mod I have (Like Final Doomer + , there is no error)
I made a github issue here : https://github.com/ZDoom/gzdoom/issues/2090

Re: [4.8.0+] Dehacked errors with mods

by cubebert » Fri Apr 28, 2023 7:17 am

I did take a look at the bug report you've linked, and it does seem that I couldn't reproduce the bug using the files you've loaded on your report. Since I've moved to a new computer months ago, I don't have an easy way of loading Linux to confirm if it happens with my steps. I don't know if my report should be closed since it's a duplicate, but I guess it would be important to know that the bug can also occur in Windows as well.

Re: [4.8.0+] Dehacked errors with mods

by MartinHowe » Fri Apr 28, 2023 4:07 am

Likely a duplicate of this.

[4.8.0+] Dehacked errors with mods

by cubebert » Thu Apr 27, 2023 6:50 pm

I wanted to report a bug that occurs when certain gameplay mods are loaded with files that use DeHackEd such as Hacx or other total conversions. The bug in question is that the actors that DeHackEd modifies get reverted to their standard Doom behavior even if the mod doesn't touch or otherwise modify the actor. Common actors that get affected by this include decorations, the Wolfenstein SS, and Commander Keen. Right now, I can't determine what would cause this, as some gameplay mods such as Guncaster aren't affected by this bug. However, it is easy to reproduce since it occurs with every loading of GZDoom past 4.7.1.

For the purposes of reproducing this bug, I'll use the mapset Resurgence, and Samsara v0.3666 will be used for the gameplay mod. It doesn't matter what order they are loaded in, as the bug will occur regardless. When the game is loading, it will print out multiple copies of "Bad numeric constant" followed by a number and an actor property. This can be verified by going into the console and scrolling upwards. With some total conversions like Batman Doom, these error messages can take about a minute to fully scroll through in the console because of the large amount of actors modified by DeHackEd. The screenshot below is an example of what the console prints in GZDoom 4.10.0 using Resurgence and Samsara.



I wanted to report this since it can make compatibility with certain gameplay mods iffy on GZDoom 4.8.0+ compared to older versions, and I haven't seen anyone else report it on the fourms. I apologize for not having easily accessible test files to provide, but these files are easy to obtain and should be able to load into GZDoom without taking too much time.

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