Unknown P-Code 266 in Script 1 - WTF does this mean?
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JoeCapricorn
- Posts: 81
- Joined: Sat Dec 04, 2004 10:25 pm
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Unknown P-Code 266 in Script 1 - WTF does this mean?
I cannot figure out why I get this. I am trying to execute a relatively simple script that changes the dynamics of a complex room.
Like so...
script 1 (void)
{
changesky (0,"sky3");
light_changetovalue(20,96);
light_changetovalue(21,192);
light_changetovalue(22,176);
light_changetovalue(23,160);
light_changetovalue(31,240);
light_changetovalue(32,224);
light_changetovalue(33,208);
light_changetovalue(34,200);
light_changetovalue(35,192);
light_changetovalue(36,176);
light_changetovalue(37,160);
light_changetovalue(38,144);
light_changetovalue(39,128);
light_changetovalue(40,200);
light_changetovalue(41,200);
light_changetovalue(42,200);
light_changetovalue(43,200);
light_changetovalue(44,200);
floor_raisebyvalue(40,32,22);
floor_raisebyvalue(41,32,34);
floor_raisebyvalue(42,32,34);
floor_raisebyvalue(43,32,36);
changefloor(44,"blood1");
changefloor(43,"blood1");
changefloor(42,"blood1");
changefloor(41,"blood1");
changefloor(40,"blood1");
}
Is there a limit to how much a script can have or something? O_o
I checked the tags and everything. It's all in place.
although tag 20 affects about 3000 sectors...
Like so...
script 1 (void)
{
changesky (0,"sky3");
light_changetovalue(20,96);
light_changetovalue(21,192);
light_changetovalue(22,176);
light_changetovalue(23,160);
light_changetovalue(31,240);
light_changetovalue(32,224);
light_changetovalue(33,208);
light_changetovalue(34,200);
light_changetovalue(35,192);
light_changetovalue(36,176);
light_changetovalue(37,160);
light_changetovalue(38,144);
light_changetovalue(39,128);
light_changetovalue(40,200);
light_changetovalue(41,200);
light_changetovalue(42,200);
light_changetovalue(43,200);
light_changetovalue(44,200);
floor_raisebyvalue(40,32,22);
floor_raisebyvalue(41,32,34);
floor_raisebyvalue(42,32,34);
floor_raisebyvalue(43,32,36);
changefloor(44,"blood1");
changefloor(43,"blood1");
changefloor(42,"blood1");
changefloor(41,"blood1");
changefloor(40,"blood1");
}
Is there a limit to how much a script can have or something? O_o
I checked the tags and everything. It's all in place.
although tag 20 affects about 3000 sectors...
Not sure because I've never used it, but I think you could have the changesky parameters wrong.
To me that looks like changesky does not expect any numeric parameters but rather up to 2 strings - one for the sky1 and one for the sky2 to be used in the level. Remember, the sky normally affects the whole level, so tags are irrelevant for that command.the Wiki wrote:void changesky (str sky1, str sky2);
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JoeCapricorn
- Posts: 81
- Joined: Sat Dec 04, 2004 10:25 pm
- Contact:
-
JoeCapricorn
- Posts: 81
- Joined: Sat Dec 04, 2004 10:25 pm
- Contact:
Some weapon mods crash Zdoom 98
Also, I want to make sure that my mod works with both .63a and 98, because I am not the only one who is sticking with 63a
Also, I tested what I wanted to do with 98, and it looked horrible. Even though it was bloody hellish, it was still bright compared to the landscape and made everything look ugly.
Instead, I changed all of the sectors that had the F_sky texture to a different tag (except for street lights) and it looks much better. Plus it works with both 63a and 98.
Finally, if anyone is familiar with Deus Vult... the demos done by Converted and that other guy only work for 63a and not any 9x version. They are fun to watch. Hell, in the one demo the guy kills about 1000 monsters in less than 25 minutes.
Also, I want to make sure that my mod works with both .63a and 98, because I am not the only one who is sticking with 63a
Also, I tested what I wanted to do with 98, and it looked horrible. Even though it was bloody hellish, it was still bright compared to the landscape and made everything look ugly.
Instead, I changed all of the sectors that had the F_sky texture to a different tag (except for street lights) and it looks much better. Plus it works with both 63a and 98.
Finally, if anyone is familiar with Deus Vult... the demos done by Converted and that other guy only work for 63a and not any 9x version. They are fun to watch. Hell, in the one demo the guy kills about 1000 monsters in less than 25 minutes.
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
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- Contact:
- Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Sigh...
Just because some jerks refuse to upgrade to a newer version doesn't mean you have to ignore all the new features. If everyone thought like that there wouldn't be any progress at all. For new projects there is absolutely no reason to stick to an almost 2 year old version of ZDoom!
BTW, I said from the start that DEHSUPP modifications are evil and will cause problems. It seems I was more correct than I ever anticipated.
Just because some jerks refuse to upgrade to a newer version doesn't mean you have to ignore all the new features. If everyone thought like that there wouldn't be any progress at all. For new projects there is absolutely no reason to stick to an almost 2 year old version of ZDoom!
BTW, I said from the start that DEHSUPP modifications are evil and will cause problems. It seems I was more correct than I ever anticipated.