[WinZETH] 2003-10-15 Hopefully I'm getting close.
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- Tormentor667
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Showstopper ZETH/WINZETH Bug
Chris,
Another problem to report about WINZETH. In fact, it has forced me to abandon an editor I have used in one form then another for almost 11 years (DEU/DETH/ZETH/WINZETH).
We have moved to ZDOOM's new TX structure and ZETH/WINZETH cannot handle the new changes. Primarily it's because ZETH/WINZETH cannot support flats and textures with the same name. Crash city.
Another problem to report about WINZETH. In fact, it has forced me to abandon an editor I have used in one form then another for almost 11 years (DEU/DETH/ZETH/WINZETH).

We have moved to ZDOOM's new TX structure and ZETH/WINZETH cannot handle the new changes. Primarily it's because ZETH/WINZETH cannot support flats and textures with the same name. Crash city.

- Chris
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WinZETH supports TX textures, and it properly culls out duplicate names (the former not having been tested due to lack of wads using TX textures, however). In fact, the Ultimate Doom IWAD, and I believe the Doom2 IWAD too, has some flats and textures using the same name, and depending on if you're editing flats or walls, will properly display the one that would be shown in game.
Can you give anymore info, and/or a WAD that uses TX textures to test?
Can you give anymore info, and/or a WAD that uses TX textures to test?
I am using the WINZETH version from this thread. Maybe I'm using an older version then?Chris wrote:WinZETH supports TX textures, and it properly culls out duplicate names (the former not having been tested due to lack of wads using TX textures, however). In fact, the Ultimate Doom IWAD, and I believe the Doom2 IWAD too, has some flats and textures using the same name, and depending on if you're editing flats or walls, will properly display the one that would be shown in game.
Can you give anymore info, and/or a WAD that uses TX textures to test?
All I can tell you right now is that when we add flats/textures/patches with the same name, ZETH and WINZETH crash when accessing those resources (ZETH dislays exception errors, but WINZETH bombs back to Windows with no error messages at all). In fact, we had to rename flats/textures during Daedalus development because of this name conflict issue in the ZETH code.
Let me get back to the team and see if some arrangements can be made for you to access our resource WAD. Shouldn't be a problem though.
You'll hear back from me (or Ty) very soon.

Edit: OK, some clarification is in oder.

We haven't implmented TX yet. It's just a matter of flat/texture/patch names that are the same.
Ty wrote:What we are doing is creating a wad with a flat and a texture (and its patch) all with the same name. It's trivial to make a wad like that--I think I can even do it here at work--and then if it crashes you, you can provide that to him.
- Chris
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Are you putting the patches between P_START and P_END? When searching for patches (either to build TEXTUREx textures or just to read a regular patch), it first looks in P_START/END, then S_START/END, and finally falling back to anywhere in the WAD. If the latter happens and the flat version is the one that's first found durring a linear search, that would cause a problem (it would attempt to read the flat as a patch). I've been meaning to filter out known namespaces when doing a global search but haven't gotten around to that. Though, this is exactly why the P_ namespace exists, since the normal data formats have very little, if any, type-checking. If putting the patches between P_START/P_END doesn't work, then I'd like to see a WAD (any WAD) that reproduces the problem.
That be it. First patch found is a flat. And from what I read (and if I understood you correctly), you have a fix for this problem.Chris wrote:If the latter happens and the flat version is the one that's first found durring a linear search, that would cause a problem (it would attempt to read the flat as a patch).
Chirs, thanks for the information. I'll be sure to pass it on. If the problem persists, I'll get an example WAD to you. Thanks!

- Ty Halderman
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Attached. Here are some details. The Patcher resource file is:Chris wrote:If putting the patches between P_START/P_END doesn't work, then I'd like to see a WAD (any WAD) that reproduces the problem.
Code: Select all
; Testing ZETH patch/texture/flat name conflicts
.option /x:c:\games\doom2\doom2.wad
[FLATS]
ZETHTEST
[TEXTURES]
ZETHTEST 64 65
* ZETHTEST 0 0 (FLATS\ZETHTEST.BMP)
Code: Select all
TEXTURE1 TEXTURE
PNAMES PATCHNAMES
P_START MARKER
ZETHTEST PATCH 4680
P_END MARKER
F_START MARKER
ZETHTEST FLOOR 4096
F_END MARKER
Zeth crashes when you try to view ZETHTEST in the list, or whatever page in the browser it's on. The flat ZETHTEST does not appear in the Flats-only list.
In the wad, the patch appears first, but I think the flat's being used as the patch, and of course it'll be a different format that chokes when trying to render it.
Edit:

- Attachments
-
zethtest.zip
- ZETH crash dummy
- (12.07 KiB) Downloaded 41 times
- Chris
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Well this is odd... it's finding the patch properly, but it thinks the width is -4593. A byte dump of the patch's header produces:
Which means the image width is 0xEE0F. That comes out to either (signed)-4593 or (unsigned)60943.
You sure this is a valid Doom RLE patch?
Code: Select all
0f ee 6d 6d 6e ed 97 4d
You sure this is a valid Doom RLE patch?
- Ty Halderman
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If you need someone to test your fixes, I'm the guy!Chris wrote:Okay, found the problem. ZETHTEST was originally found in between P_START/P_END, but it ended up getting replaced with the one in between F_START/F_END. Didn't realize ZETH didn't keep duplicate named lumps. Though now it's only letting me pick the flat version. Need to look into that.

Sorry for not offering this suggestion earlier:Chris wrote:FYGI, I think I fixed the timing problem, and the decorate items might be working (somewhat), but I need a wad that has some proper decorate objects to test it with.

What about Daedalus? It has about every example available for Decorate objects (at least the ones supported up to cab60 IIRC).
http://www.doomworld.com/idgames/index. ... /daedalus/