[Release] Brutal Doom Voxel Patch 3.2.1 (Updated 01/22/2016)

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Re: [Release] Brutal Doom Voxel Patch 1.0

Postby zedas » Mon Jan 26, 2015 1:52 am

cem26 wrote:am getting this:

Script error 'wdi_exmappack_2a.pk3:exdec/slendered.txt' line 106: Invalid state parameter a_weaponready



Well that's your problem right there. Doesn't have anything to do with this file. I googled "wdi_exmappack_2a.pk3" and downloaded it to have a look. You sure that map pack is for zdoom/gzdoom? I only found mention of it for Zandronum. Loaded it wit completely unmodded gzdoom and got the same error.
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Re: [Release] Brutal Doom Voxel Patch 1.0

Postby cem26 » Mon Jan 26, 2015 8:15 am

Thx i will try it.
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Re: [Release] Brutal Doom Voxel Patch 1.0

Postby cem26 » Tue Jan 27, 2015 3:34 am

NOW AM GETTING THIS shi-

Execution could not continue

2 erros while parsing DECORATE scripts
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Re: [Release] Brutal Doom Voxel Patch 1.0

Postby phantombeta » Tue Jan 27, 2015 4:43 am

"a_weaponready"
I believe that mod might be broken. A_WeaponReady is a function that exists in both Zandronum and GZDoom.
It's a function that has been in ZDoom for a LONG time. (Since modern DECORATE was created, I think)
Either it's being called from the wrong place or it's being called from a non-weapon actor. (Only actors that inherit from Weapon can call this function)
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Re: [Release] Brutal Doom Voxel Patch 1.0

Postby cem26 » Tue Jan 27, 2015 3:17 pm

i cant change it? okay i will not play this map with voxel wad and am getting this now:

Execution could not continue

2 erros while parsing DECORATE scripts
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Re: [Release] Brutal Doom Voxel Patch 1.0

Postby wildweasel » Tue Jan 27, 2015 3:44 pm

Okay, can you tell us:
  • EVERYTHING you are loading.
  • What exact version of ZDoom you are using.
  • The complete error message.
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Re: [Release] Brutal Doom Voxel Patch 1.0

Postby phantombeta » Tue Jan 27, 2015 3:48 pm

Wouldn't just posting the entire log tell us all of that?
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Re: [Release] Brutal Doom Voxel Patch 1.0

Postby wildweasel » Tue Jan 27, 2015 3:49 pm

phantombeta wrote:Wouldn't just posting the entire log tell us all of that?

Ideally, yes.
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Re: [Release] Brutal Doom Voxel Patch 1.0

Postby cem26 » Wed Jan 28, 2015 1:22 pm

PROBLEM?
my zdoom version:gzdoom-bin-1-8-07
Last edited by cem26 on Wed Jan 28, 2015 1:25 pm, edited 1 time in total.
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Re: [Release] Brutal Doom Voxel Patch 1.0

Postby wildweasel » Wed Jan 28, 2015 1:24 pm

cem26 wrote:PROBLEM?

...Can you copy and paste the ENTIRE contents of the log window when ZDoom runs? We CANNOT HELP YOU without this info.
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Re: [Release] Brutal Doom Voxel Patch 1.0

Postby cem26 » Wed Jan 28, 2015 1:26 pm

okay wait i will uptade this post
Last edited by cem26 on Wed Jan 28, 2015 3:02 pm, edited 1 time in total.
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Re: [Release] Brutal Doom Voxel Patch 1.0

Postby wildweasel » Wed Jan 28, 2015 1:28 pm

Well, okay, telling us the version number is a start, but we need to know everything about what's happening with your copy of ZDoom. Could you copy down the whole thing for us?
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Re: [Release] Brutal Doom Voxel Patch 1.0

Postby wildweasel » Wed Jan 28, 2015 3:31 pm

Um, no, that isn't quite what I asked. Everything in that window is text that can be selected by clicking on it and pressing Control+A to select all of it. Then press Control+C to copy it and paste it into the forum post with Control+V.
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Re: [Release] Brutal Doom Voxel Patch 1.0

Postby cem26 » Wed Jan 28, 2015 4:54 pm

okay i will update soon
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