scalliano's 667 Shuffle! - IT'S BACK!!

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Re: scalliano's 667 Shuffle! - IT'S BACK!!

Postby chronoteeth » Sun Dec 29, 2013 6:49 pm

Unknown render style "subtract." Updated to most recent version of gzdoom, still there
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Re: scalliano's 667 Shuffle! - IT'S BACK!!

Postby Blue Shadow » Sun Dec 29, 2013 7:14 pm

What's the build you're using? I have build 406-gad88cfc of GZDoom and I don't encounter that error.
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Re: scalliano's 667 Shuffle! - IT'S BACK!!

Postby blackfish » Mon Dec 30, 2013 9:10 am

Good fun and quite difficult from what I've played. Though the pk3 is quite messy as it's just a bunch of WAD files. Does putting wads in folders work? (Say, all the monsters in a Monsters folder, and all the code in a Code folder)
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Re: scalliano's 667 Shuffle! - IT'S BACK!!

Postby scalliano » Mon Dec 30, 2013 1:04 pm

I'm sure Graf would throttle me for the mod's .pk3 structure, but it's actually more convenient for me when I'm adding more content (or removing it ;)) to have individual .WAD files for each actor.

@chronoteeth: Then you're not using the most recent version. It's that simple. The subtract render style is only available in that last couple of development builds of (G)ZDoom. Check the link a few posts back.

Any further questions on this matter shall result in random scallmacro spam. You have all been warned.
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Re: scalliano's 667 Shuffle! - IT'S BACK!!

Postby Blue Shadow » Mon Dec 30, 2013 3:33 pm

scalliano wrote:but it's actually more convenient for me when I'm adding more content (or removing it ;)) to have individual .WAD files for each actor.

Okay then, but what about these warnings and whatnot? I think they deserve to be looked into and addressed.

Code: Select allExpand view
...
 adding C:/Users/Night Creature/Desktop/Doom Stuff/zmwr.pk3:griefelemental.wad, 121 lumps
WARNING: S_START marker without corresponding S_END found.
 adding C:/Users/Night Creature/Desktop/Doom Stuff/zmwr.pk3:guardiancube.wad, 38 lumps
...
Tried to register class 'CatharsiBall' more than once.
Tried to register class 'DarkFast' more than once.
Tried to register class 'CatharsiBall' more than once.
Tried to register class 'FreezeBlastTrail' more than once.
Tried to register class 'FrostMist' more than once.
Tried to register class 'HS' more than once.
Tried to register class 'HSBoom' more than once.
Tried to register class 'ArchonComet' more than once.
Tried to register class 'ArchonCometTrail' more than once.
Tried to register class 'Bloodtrail' more than once.
Tried to register class 'IonBall' more than once.
Tried to register class 'KsawBolt' more than once.
Tried to register class 'BoltBlur' more than once.
Tried to register class 'BorgNail1' more than once.
Tried to register class 'NailBlur' more than once.
Tried to register class 'BorgNailBomb' more than once.
Tried to register class 'BorgNailBombBig' more than once.
Tried to register class 'BorgNail1' more than once.
Tried to register class 'BorgNail2' more than once.
Tried to register class 'BorgCenterNail' more than once.
Tried to register class 'NailBlur' more than once.
Tried to register class 'NailBlur' more than once.
Tried to register class 'FlameBreath' more than once.
Tried to register class 'PSXSpectre' more than once.
Tried to register class 'NightmareSpectre' more than once.
Tried to register class 'HadesBall' more than once.
Tried to register class 'HS' more than once.
Tried to register class 'HSBoom' more than once.
Tried to register class 'CometDeathGlow' more than once.
Tried to register class 'CometDeath' more than once.
Tried to register class 'PyroSpawner' more than once.
Tried to register class 'PyroBoom' more than once.
Tried to register class 'DropFire' more than once.
Tried to register class 'BlankPuff' more than once.
Tried to register class 'ShadowBall' more than once.
Tried to register class 'ShadowTrail' more than once.
Tried to register class 'CatharsiBall' more than once.
Tried to register class 'FlameBreath' more than once.
Tried to register class 'PowerQuarterDamage' more than once.
Tried to register class 'BloodyPuff' more than once.
Tried to register class 'ShotSmoke' more than once.
Tried to register class 'ZombieTankExplosion' more than once.
Tried to register class 'ZTankSmoke' more than once.
Tried to register class 'ZTSmokeA' more than once.
Tried to register class 'ZTSmokeB' more than once.
Tried to register class 'ZTSmokeC' more than once.
Tried to register class 'ZTSmokeD' more than once.
Tried to register class 'PyroShot' more than once.
Tried to register class 'PyroBoom' more than once.
Tried to register class 'PyroSpawner' more than once.
Tried to register class 'PyroFlare' more than once.
Tried to register class 'PyroFX' more than once.
Tried to register class 'ZSpecOpSnipe' more than once.
Tried to register class 'ZSpecOpWander' more than once.
Tried to register class 'ZSpecOpCreep' more than once.
Tried to register class 'ZSpecOpFlee' more than once.
Tried to register class 'ZSpecOpsMSitRep' more than once.
Tried to register class 'ZSpecOpAggressive' more than once.
Tried to register class 'ZSpecOpWander' more than once.
Tried to register class 'ZSpecOpCreep' more than once.
Tried to register class 'DevastatorBall' more than once.
Tried to register class 'DevastatorBall2' more than once.
Tried to register class 'LiteShot' more than once.
Tried to register class 'LiteTrail' more than once.
Tried to register class 'DevPuff' more than once.
Tried to register class 'DGL' more than once.
Tried to register class 'DGrenade' more than once.
Script warning, "zmwr.pk3:chogath.wad:DECORATE" line 1287:
Unknown class name 'IceImpBall'
Script warning, "zmwr.pk3:chogath.wad:DECORATE" line 1288:
Unknown class name 'IceImpBall'
Script warning, "zmwr.pk3:chogath.wad:DECORATE" line 1289:
Unknown class name 'IceImpBall'
Script warning, "zmwr.pk3:chogath.wad:DECORATE" line 1290:
Unknown class name 'IceImpBall'
Script warning, "zmwr.pk3:chogath.wad:DECORATE" line 1291:
Unknown class name 'IceImpBall'
Script warning, "zmwr.pk3:chogath.wad:DECORATE" line 1292:
Unknown class name 'IceImpBall'
Script warning, "zmwr.pk3:chogath.wad:DECORATE" line 1293:
Unknown class name 'IceImpBall'
Script warning, "zmwr.pk3:chogath.wad:DECORATE" line 1294:
Unknown class name 'IceImpBall'
Script warning, "zmwr.pk3:corpulent.wad:DECORATE" line 19:
Unknown class name 'Ripper1'
Script warning, "zmwr.pk3:corpulent.wad:DECORATE" line 21:
Unknown class name 'Ripper1'
Script warning, "zmwr.pk3:corpulent.wad:DECORATE" line 23:
Unknown class name 'Ripper1'
Script warning, "zmwr.pk3:darkvile.wad:DECORATE" line 104:
Unknown class name 'DarkThunderStrike0'
Script warning, "zmwr.pk3:inferno.wad:DECORATE" line 80:
Unknown class name 'RedPuff'
Script warning, "zmwr.pk3:moloch.wad:DECORATE" line 141:
Unknown class name 'MolochDeathFire'
Script warning, "zmwr.pk3:technocaco.wad:DECORATE" line 97:
Unknown class name 'BorgNail10'
Script warning, "zmwr.pk3:technocaco.wad:DECORATE" line 98:
Unknown class name 'BorgNail10'
Script warning, "zmwr.pk3:technocaco.wad:DECORATE" line 99:
Unknown class name 'BorgNail10'
Script warning, "zmwr.pk3:technocaco.wad:DECORATE" line 100:
Unknown class name 'BorgNail10'
Script warning, "zmwr.pk3:technocaco.wad:DECORATE" line 101:
Unknown class name 'BorgNail10'
Script warning, "zmwr.pk3:technocaco.wad:DECORATE" line 102:
Unknown class name 'BorgNail10'
Script warning, "zmwr.pk3:technocaco.wad:DECORATE" line 103:
Unknown class name 'BorgNail10'
Script warning, "zmwr.pk3:technocaco.wad:DECORATE" line 104:
Unknown class name 'BorgNail10'
Script warning, "zmwr.pk3:technocaco.wad:DECORATE" line 105:
Unknown class name 'BorgNail10'
Script warning, "zmwr.pk3:technocaco.wad:DECORATE" line 106:
Unknown class name 'BorgNail10'
...
Script error, "zmwr.pk3:_mwr.wad:GLDEFS" line 42:
Warning: dynamic lights attached to non-existent actor NewPuff

Script error, "zmwr.pk3:helemental.wad:GLDEFS" line 93:
Warning: dynamic lights attached to non-existent actor HadesBolt1

...
Spawn ID 251 refers to hidden class type 'ArchonComet'
Editor number 30116 refers to hidden class type 'HS'
Spawn ID 51 refers to hidden class type 'FreezeBlastTrail'
Spawn ID 201 refers to hidden class type 'NightmareSpectre'
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Re: scalliano's 667 Shuffle! - IT'S BACK!!

Postby Endless123 » Mon Dec 30, 2013 4:11 pm

As far as i know those warnings aren't affecting the execution of the game and doesn't affect the gameplay because when it affect the game with a "Fatal Error" that ZDoom console stops the execution with an error message.

Just a though ... Maybe playing the mod and ignore those messages would be a better thing to do to judge a mod instead of just stopping at those warning messages and say "this mod is broken" ... It was just a though :p
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Re: scalliano's 667 Shuffle! - IT'S BACK!!

Postby TheMightyHeracross » Mon Dec 30, 2013 4:16 pm

He's not saying the mod is broken, he's saying those errors should be fixed.
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Re: scalliano's 667 Shuffle! - IT'S BACK!!

Postby Gez » Mon Dec 30, 2013 4:20 pm

Yeah, those stupid port developers just like to pollute our console logs with pointless warnings just because they're anal-retentive dickheads. Obviously, the correct thing to do when faced with error reports is to dismiss them by saying "who cares, it works" and go about your merrily oblivious way. I know that's how the engineers look at their work in nuclear power plants, and if it's good enough for them, it's good enough for everyone.

Like, say, see those error messages about "BorgNail10", "Ripper1" or "IceImpBall"? Apparently some monsters fire projectiles, except the projectiles don't exist, so the monsters have an attack that doesn't work. It's great, it means the mod is a bit easier! Yay! :P
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Re: scalliano's 667 Shuffle! - IT'S BACK!!

Postby Endless123 » Mon Dec 30, 2013 5:09 pm

Gez wrote:Yeah, those stupid port developers just like to pollute our console logs with pointless warnings just because they're anal-retentive dickheads. Obviously, the correct thing to do when faced with error reports is to dismiss them by saying "who cares, it works" and go about your merrily oblivious way. I know that's how the engineers look at their work in nuclear power plants, and if it's good enough for them, it's good enough for everyone.

Like, say, see those error messages about "BorgNail10", "Ripper1" or "IceImpBall"? Apparently some monsters fire projectiles, except the projectiles don't exist, so the monsters have an attack that doesn't work. It's great, it means the mod is a bit easier! Yay! :P


Well Said :lol:

@ TheMightyHeracross : I know but as Gez said who cares about those warnings if the mod works. Besides many good mods i'm playing have warnings in the console but work perfectly once in-game that's why i wonder why some ppl are paying so much attention to those warnings. They are perfectionists i guess but perfection isn't reachable for poor mortals like us :lol:
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Re: scalliano's 667 Shuffle! - IT'S BACK!!

Postby scalliano » Mon Dec 30, 2013 5:10 pm

The "more than once" stuff isn't a priority right now, but I'll certainly look into the "unknown class" errors. For the record, I haven't come across any non-functioning attacks, but if they're there, they will be addressed. Red comes before yellow.

Er, Endless, I think Gez was being sarcastic ;)
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Re: scalliano's 667 Shuffle! - IT'S BACK!!

Postby Endless123 » Mon Dec 30, 2013 5:54 pm

I was also sarcastic ... maybe i'm getting rusty :lol:
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Re: scalliano's 667 Shuffle! - IT'S BACK!!

Postby scalliano » Mon Dec 30, 2013 6:24 pm

Anyway, all missing/misdirected actors/dynlights have been located/corrected and the archive has been updated. "More than once" and "Hidden Class" messages remain for the moment, but at least everything should now behave as intended.
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Re: scalliano's 667 Shuffle! - IT'S BACK!!

Postby atar » Thu Dec 11, 2014 4:47 am

Please help! I run your mod with the custom zdoom build zdoom-2.8pre-943-gb2a06f6,with the Hell revealed 2.wad but 99% crashes in game , when they are many monsters in screen (MAP32). What should i do? Thanks in advance
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Re: scalliano's 667 Shuffle! - IT'S BACK!!

Postby scalliano » Thu Dec 11, 2014 3:28 pm

Looking into it. Seems to only affect newer dev versions of ZDoom and GZDoom, so bear with me.
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Re: scalliano's 667 Shuffle! - IT'S BACK!!

Postby Armaetus » Thu Dec 11, 2014 10:25 pm

What currently is keeping this from being used with Zandronum 1.3 by chance? Anything major in the DECORATE capabilities?

This looks like it will be really fun in multiplayer.
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