How do I figure out what ACS modules were loaded on a save?

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
ShinyCrobat
Posts: 65
Joined: Sat Jul 20, 2013 5:42 pm

How do I figure out what ACS modules were loaded on a save?

Post by ShinyCrobat »

I forgot to save the wads I was using when I made a particular save, is there any way to find out what those wads were?
User avatar
randi
Site Admin
Posts: 7749
Joined: Wed Jul 09, 2003 10:30 pm
Contact:

Re: How do I figure out what ACS modules were loaded on a sa

Post by randi »

If you try to load it, does it tell you what you're missing?
ShinyCrobat
Posts: 65
Joined: Sat Jul 20, 2013 5:42 pm

Re: How do I figure out what ACS modules were loaded on a sa

Post by ShinyCrobat »

All I get is "Level was saved with a different set of ACS modules."
User avatar
Ozymandias81
Posts: 2068
Joined: Thu Jul 04, 2013 8:01 am
Graphics Processor: nVidia with Vulkan support
Location: Mount Olympus, Mars
Contact:

Re: How do I figure out what ACS modules were loaded on a sa

Post by Ozymandias81 »

Did you try to edit your save with an hexeditor? Maybe you'll figure it out which wads you need... Otherwise you'll need to get those missing stuff inside some dumped file, but I'm not completely sure what you're asking: your wad in progress/your in-game saves/somethin' else?
ShinyCrobat
Posts: 65
Joined: Sat Jul 20, 2013 5:42 pm

Re: How do I figure out what ACS modules were loaded on a sa

Post by ShinyCrobat »

Ozymandias81 wrote:Did you try to edit your save with an hexeditor? Maybe you'll figure it out which wads you need... Otherwise you'll need to get those missing stuff inside some dumped file, but I'm not completely sure what you're asking: your wad in progress/your in-game saves/somethin' else?
I forgot which wads I used for a particular save, I was wondering if there was a way to identify the wads used in that save, so I could use them to properly load it up.
User avatar
Ozymandias81
Posts: 2068
Joined: Thu Jul 04, 2013 8:01 am
Graphics Processor: nVidia with Vulkan support
Location: Mount Olympus, Mars
Contact:

Re: How do I figure out what ACS modules were loaded on a sa

Post by Ozymandias81 »

Try to take a look into your savegame with Slade, just view your svg like an hex text and see if u get any hint - sorry I'm writing from a phone and can't give u more links/hints... try to post here your svg inside a zip file.
ShinyCrobat
Posts: 65
Joined: Sat Jul 20, 2013 5:42 pm

Re: How do I figure out what ACS modules were loaded on a sa

Post by ShinyCrobat »

I have ZDSes, not SVGs. What do I do then?
User avatar
edward850
Posts: 5890
Joined: Tue Jul 19, 2005 9:06 pm
Location: New Zealand
Contact:

Re: How do I figure out what ACS modules were loaded on a sa

Post by edward850 »

Ozymandias81, please stop "helping". You aren't actually accomplishing anything.

ShinyCrobat, the relevant data cannot be viewed in a hex editor as the names end up recorded in a compressed block. It is possible for ZDoom to report what mismatched, although only the first error, as continuing would require deserializing mismatched module data.
However, it should be noted that your error is "different set", rather than "different number". You are loading the same number of modules as far as the save is concerned (including the map itself), but somehow have two conflicting mods/libraries.
Last edited by edward850 on Fri Apr 24, 2015 6:58 pm, edited 2 times in total.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: How do I figure out what ACS modules were loaded on a sa

Post by wildweasel »

edward850 wrote:Ozymandias81, please stop "helping". You aren't actually accomplishing anything.
Could you, perhaps, please find a less abrasive way to tell people that their advice does not work?
User avatar
Ozymandias81
Posts: 2068
Joined: Thu Jul 04, 2013 8:01 am
Graphics Processor: nVidia with Vulkan support
Location: Mount Olympus, Mars
Contact:

Re: How do I figure out what ACS modules were loaded on a sa

Post by Ozymandias81 »

@ShinyCrobat
Sorry, it's late nite and I was in a hurry... I forgot that ZDoom saves were ZDS ones... :roll:

@edward850
I had just an idea... but yes, it was really wrong - opened a zds file with UltraEdit32 and discovered somewhat compressed stuff + a PNG header at its very start (in Slade it could be viewed like a PNG image, it's just like a screenie)...

@wildweasel
Oh yep, I still remember that "goatse" misunderstanding/offense with MaxED/Nash qtilting video effects... but edward850 seems to be an impatient one and I went wrong with mine suggestion here.
User avatar
randi
Site Admin
Posts: 7749
Joined: Wed Jul 09, 2003 10:30 pm
Contact:

Re: How do I figure out what ACS modules were loaded on a sa

Post by randi »

Ozymandias81 wrote: + a PNG header at its very start (in Slade it could be viewed like a PNG image, it's just like a screenie)
This is because ZDoom savegames are PNGs. The actual save data is contained in ZDoom-specific ancillary chunks, while the standard chunks hold the thumbnail for the menu display.
User avatar
edward850
Posts: 5890
Joined: Tue Jul 19, 2005 9:06 pm
Location: New Zealand
Contact:

Re: How do I figure out what ACS modules were loaded on a sa

Post by edward850 »

In fact, Windows can be configured to show the save images in explorer (and anything that reads headers will work as expected, such as the forum software here, which I believe was part of the reason of making them PNGs?). Someone should construct a registry patch for that behaviour.
User avatar
Cryomundus
Posts: 497
Joined: Thu Oct 31, 2013 12:33 pm

Re: How do I figure out what ACS modules were loaded on a sa

Post by Cryomundus »

Sounds like it might be a load order issue, as in, it looks for a certain acs file first, but it sees the 2nd one instead.

Or do you do the "drag n drop" method instead of ZDL.

Weird that you can't actually look and see whats actually wrong tho. Or the name of the expected acs file(s).
User avatar
edward850
Posts: 5890
Joined: Tue Jul 19, 2005 9:06 pm
Location: New Zealand
Contact:

Re: How do I figure out what ACS modules were loaded on a sa

Post by edward850 »

Cryomundus wrote:Weird that you can't actually look and see whats actually wrong tho. Or the name of the expected acs file(s).
Why would it be? Nothing was told to report it.
ShinyCrobat wrote:I forgot to save the wads I was using when I made a particular save, is there any way to find out what those wads were?
The wads are long gone, but the module lump name is intact. See if this ZDoom build makes it clear as to what you've missed: ZDoom 2.8pre-1442-g920a4fb.7z

I wonder if it's worth recording filenames to the metadata for future reference, even if they aren't checked by anything.
User avatar
Cryomundus
Posts: 497
Joined: Thu Oct 31, 2013 12:33 pm

Re: How do I figure out what ACS modules were loaded on a sa

Post by Cryomundus »

edward850 wrote:
Cryomundus wrote:Weird that you can't actually look and see whats actually wrong tho. Or the name of the expected acs file(s).
Why would it be? Nothing was told to report it.
ShinyCrobat wrote:I forgot to save the wads I was using when I made a particular save, is there any way to find out what those wads were?
The wads are long gone, but the module lump name is intact. See if this ZDoom build makes it clear as to what you've missed: ZDoom 2.8pre-1442-g920a4fb.7z

I wonder if it's worth recording filenames to the metadata for future reference, even if they aren't checked by anything.
I meant "weird" in that the error it spits out in the console is about as useful as "an unexpected error has occured." For something that spits out warnings about decorate/texture errors/saying something when an acs code fucks up/is missing something, it seems really odd that it lacks a feature to tell you whats missing when you load up a save with the wrong files instead of "Level was saved with a different set of ACS modules."

It'd be like if you had a decorate error, and all it said was "decorate code for monster.txt failed", instaed of putting the line of code that failed and the filename that it does now.

Actually this might be something that could possibly be suggested as a feature? Seems like something that'd be useful for forgetful modders/players
Post Reply

Return to “General”