[r1???-r1964]Zen Dynamics bugs?

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Re: [r1???-r1964]Zen Dynamics bugs?

by Graf Zahl » Sun Nov 29, 2009 6:44 pm

The last defined one of course, just as it is now.

Re: [r1???-r1964]Zen Dynamics bugs?

by Xaser » Sun Nov 29, 2009 6:33 pm

Ah, good to hear it worked out despite my laziness on contributing to the solution. :P

A question for Randy though: if this method is adopted (or is it already? Been gone a week), which actor will be chosen if I were to type "summon Grenade" on the console? I know it's not good practice to use duplicate names even if they're allowed now, but it's always good to know.

Re: [r1???-r1964]Zen Dynamics bugs?

by Edward-san » Tue Nov 24, 2009 4:06 pm

Yay! The two problems got away! Thank you very much! :wub: :wub:

Re: [r1???-r1964]Zen Dynamics bugs?

by randi » Mon Nov 23, 2009 8:31 pm

Actually, I was thinking of adopting a two-tiered naming approach like Unreal. Classes are divided into packages, and each class within a package must be uniquely named, but classes in separate packages can share names.

Re: [r1???-r1964]Zen Dynamics bugs?

by Graf Zahl » Sun Nov 22, 2009 12:42 am

randy wrote:Both problems in case (2) are because of the multiply-defined Grenade. I always felt it was bad on principle to allow such things, but now I find out they break savegames. Does the internal grenade really need to be called "Grenade"? "STGrenade" seems better to me, since who knows how many existing ZDoom mods already used a generic "Grenade" name.
Hm. Wouldn't it be a better solution then to internally rename the first item with that name? With the second definition present it's no longer accessible by name after all.

Re: [r1???-r1964]Zen Dynamics bugs?

by edward850 » Sun Nov 22, 2009 12:02 am

STGrenade would be fine, or even a way to automatically replace the internally defined 'Grenade' if an external one is present (less likely though).

Re: [r1???-r1964]Zen Dynamics bugs?

by randi » Sat Nov 21, 2009 11:17 pm

Both problems in case (2) are because of the multiply-defined Grenade. I always felt it was bad on principle to allow such things, but now I find out they break savegames. Does the internal grenade really need to be called "Grenade"? "STGrenade" seems better to me, since who knows how many existing ZDoom mods already used a generic "Grenade" name.

Re: [r1???-r1964]Zen Dynamics bugs?

by Edward-san » Sat Nov 07, 2009 5:59 pm

Those problems are still present in r1964.
Xaser can you please do me a favor? Could you release a fixed version to see if those problems still occurr? Just to see if those problems are zdoom related or not.

Re: [r1???-r1926]Zen Dynamics bugs?

by Xaser » Sat Oct 17, 2009 12:04 pm

I'm pretty sure the grenade problem is due to the fact that I used "Grenade" as an actor name, which ZDoom now defines internally (Skulltag's grenade).

The rest, however, sound incredibly strange. Zen's breaking the savegame buffer, is it? :P

[r1???-r1964]Zen Dynamics bugs?

by Edward-san » Sat Oct 17, 2009 11:39 am

I searched something similar but no results, so here it is.
Zen Dynamics link

1)Load zendyn_x.wad (with or without zenblack.wad) with drag n drop method, save a game, then exit zdoom. Load the same wad with command line method. You'll see that the savegame changed the colour to yellow, and if you try to load it, it says:

Code: Select all

This savegame needs these wads:
G:\zdoombeta\zendyn_x.wad
The same thing happens if you do vice-versa.
Apparently it happens only with Zen Dynamics.

2)Load zendyn_x.wad (with or without zenblack.wad). If you save a game (without getting a high-explosive 20mm grenade) in one map, except map01 (apparently), zdoom exits with this message in the console:

Code: Select all

Unknown object code (0) in archive
In every map, get a high-explosive 20mm grenade, then save the game. If you try to open it, the game exits with this error:

Code: Select all

Expected to extract an object of type 'Inventory'.
Found one of type 'Grenade' instead.
After closing it gives me a crash report.

1) and 2) do not happen in Zdoom 2.3.1

I suppose those bugs are caused by some changes in savegame code or something.
Attachments
CrashReport.zip
(24.38 KiB) Downloaded 54 times

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