Actor has no frames?

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LilWhiteMouse
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Actor has no frames?

Post by LilWhiteMouse »

I'm royally confused. I've got an modeled actor, that when placed on the map results in the error sprite, and this in GZDoom's console:

Code: Select all

GasPump at (3872, -352) has no frames
GasPump at (3872, -448) has no frames
However, if I "summon GasPump", it appears just fine. I thought maybe I'd somehow screwed up the MapThing # (even though GZDoom seems to know what it is), so I changed it in DECORATE and in the map. Still the same inconsistent behavior.. Why can't I place it in the map with an editor, but I can summon it just fine? It's got to be some stupid newb mistake, but I can't see it.
A demo:
map03.7z
Warp to Map03.
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Ed the Bat
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Re: Actor has no frames?

Post by Ed the Bat »

I figured it out. Try something like this:

Code: Select all

ACTOR GasPump 20005
{
	+SOLID
	Radius 12
	Height 64
	States
	{
	Spawn:
		TNT1 A 0
		PUMP A -1
		stop
	}
}
Before, you had two states in a row with the duration of -1, meaning it stopped on the first one. This freaked it out, apparently.
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LilWhiteMouse
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Re: Actor has no frames?

Post by LilWhiteMouse »

Ed the Bat wrote:Before, you had two states in a row with the duration of -1, meaning it stopped on the first one. This freaked it out, apparently.
I do that will all my static actors, it's never been a problem before.
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Ed the Bat
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Re: Actor has no frames?

Post by Ed the Bat »

Have they all been 3D models before? We do know that the first frame of an actor can't execute any actions, so I'm suspicious that tying it to a 3D model has a similar problem. I know little about models, so I can't say for sure...
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LilWhiteMouse
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Re: Actor has no frames?

Post by LilWhiteMouse »

I tried this, and it gives the error too.

Code: Select all

ACTOR GasPump 20005
{
	+SOLID
	Radius 12
	Height 64
	States
	{
	Spawn:
		PUMP A -1
		stop
	}
}
Ed the Bat wrote:Have they all been 3D models before? We do know that the first frame of an actor can't execute any actions, so I'm suspicious that tying it to a 3D model has a similar problem. I know little about models, so I can't say for sure...
A few in GZShmup. Though after a bit research, they're all Spawn()'d. It seems GZDoom isn't checking for a model when it loads the map, only a sprite. That's why your example works, TNT1 is a valid sprite. Is this a bug?
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Ed the Bat
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Re: Actor has no frames?

Post by Ed the Bat »

It honestly wouldn't shock me if it's a bug. At the very least, what I drummed up will serve you as a workaround until a more solid solution is found, right? :)
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Re: Actor has no frames?

Post by Gez »

This is the code that prints this error message:

Code: Select all

		const AActor *defaults = GetDefaultByType (i);
		if (defaults->SpawnState == NULL ||
			sprites[defaults->SpawnState->sprite].numframes == 0)
		{
			Printf ("%s at (%i, %i) has no frames\n",
					i->TypeName.GetChars(), mthing->x>>FRACBITS, mthing->y>>FRACBITS);
			i = PClass::FindClass("Unknown");
		}
There is no PUMPA- sprite, so the check prints the warning. This check only happens for map-spawned things, however, which is why you have this inconsistent behavior. In Ed's variant, it works because TNT1A- always exists.

In GZDoom, it's not a problem because the sprite is never actually displayed; instead you get the model.

It might be a good idea to just use a generic MODLA- sprite that you use for all models. You can make it a simple warning sign saying something like "USE GL", so if somebody runs it in software they'll have an obvious notice they're doing it wrong. (I remember a Doomworld review of one of Enjay's mod where the screenshots showed Enjay's avatar in various place instead of the models that should have been there because the reviewer didn't get that it was a GZDoom mod...)
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PsychosesMan
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Re: Actor has no frames?

Post by PsychosesMan »

make the USE GL sign be a sad corgi saying "why do you hate progress"
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Nash
 
 
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Re: Actor has no frames?

Post by Nash »

My dummy model sprite is that of a text that says "if u read this ur gay" XD
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PsychosesMan
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Re: Actor has no frames?

Post by PsychosesMan »

Image

if you use this please credit me in your readme because the first google image search result for "sad corgi" and two minutes in GIMP constitute a valuable piece of intellectual property
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ChronoSeth
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Re: Actor has no frames?

Post by ChronoSeth »

I can't tell if you're being sarcastic or not. :?
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Ed the Bat
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Re: Actor has no frames?

Post by Ed the Bat »

ChronoSeth wrote:I can't tell if you're being sarcastic or not. :?
Trust me, he is. :P
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Re: Actor has no frames?

Post by Gez »

I'd rather advise using this as a placeholder:
Attachments
aardpengl.png
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PsychosesMan
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Re: Actor has no frames?

Post by PsychosesMan »

Gez wrote:I'd rather advise using this as a placeholder:
this is the greatest thing
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Nash
 
 
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Re: Actor has no frames?

Post by Nash »

Thsi thread deserves its own forum.
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