Fixed: Bugs with gothic2.wad
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Bugs with gothic2.wad
Hi. Two bugs I've ran into with gothic2.wad using 50.cab:
1). For all the flats, I get a checkerboard pattern, as if the flats are missing.
2). At the intermission, instead of the custom level title gfx, I just get "ENTRYWAY", like it would if I exited the normal map01 in doom2.wad, except it doesn't display "FINISHED".
Just wanted to point those out. Thanks!
1). For all the flats, I get a checkerboard pattern, as if the flats are missing.
2). At the intermission, instead of the custom level title gfx, I just get "ENTRYWAY", like it would if I exited the normal map01 in doom2.wad, except it doesn't display "FINISHED".
Just wanted to point those out. Thanks!
- SargeBaldy
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- SargeBaldy
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Fixed. The problem with gothic2's flats is that it has no FF_START marker to indicate where the flats begin. All it has is an F_END marker to indicate where they end. This will cause problems with any Doom port using the BOOM lump management routines. I had previously written some code to detect this problem and fix it, but it seems to have broken somehow.
Probably what you meant, there is actually a FF_START marker, it's just in the wrong place (it's not at the start of flats). That marker is at the very end of the wad. I guess that zdoom has never displayed gothic2.wad correctly, never tried it myself. Had a lot of fun in gothicdm though.randy wrote:Fixed. The problem with gothic2's flats is that it has no FF_START marker to indicate where the flats begin. All it has is an F_END marker to indicate where they end. This will cause problems with any Doom port using the BOOM lump management routines. I had previously written some code to detect this problem and fix it, but it seems to have broken somehow.
I just tried gothicdm2 in the latest version of prboom and it bombed with an error: 'S_START not found' at startup. Eternity crashes with the same exact error at the exact same time (neither ever get to the titlescreen).
I honestly can't recall if I ever played gdm2 in a source port, though I do remember when it was released (back when I had a 486 with no soundcard), when I still used doom2.exe, but I dunno. kinda a sloppy error really, but it works perfectly fine in doom2.exe (just tried that as well) so go figure
I honestly can't recall if I ever played gdm2 in a source port, though I do remember when it was released (back when I had a 486 with no soundcard), when I still used doom2.exe, but I dunno. kinda a sloppy error really, but it works perfectly fine in doom2.exe (just tried that as well) so go figure
Last edited by Cyb on Fri Oct 31, 2003 8:13 pm, edited 1 time in total.
- Lexus Alyus
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- SargeBaldy
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