How do I figure out what ACS modules were loaded on a save?
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How do I figure out what ACS modules were loaded on a save?
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?
Re: How do I figure out what ACS modules were loaded on a sa
If you try to load it, does it tell you what you're missing?
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Re: How do I figure out what ACS modules were loaded on a sa
All I get is "Level was saved with a different set of ACS modules."
- Ozymandias81
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Re: How do I figure out what ACS modules were loaded on a sa
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?
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Re: How do I figure out what ACS modules were loaded on a sa
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.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?
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Re: How do I figure out what ACS modules were loaded on a sa
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.
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Re: How do I figure out what ACS modules were loaded on a sa
I have ZDSes, not SVGs. What do I do then?
Re: How do I figure out what ACS modules were loaded on a sa
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.
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.
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Re: How do I figure out what ACS modules were loaded on a sa
Could you, perhaps, please find a less abrasive way to tell people that their advice does not work?edward850 wrote:Ozymandias81, please stop "helping". You aren't actually accomplishing anything.
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Re: How do I figure out what ACS modules were loaded on a sa
@ShinyCrobat
Sorry, it's late nite and I was in a hurry... I forgot that ZDoom saves were ZDS ones...
@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.
Sorry, it's late nite and I was in a hurry... I forgot that ZDoom saves were ZDS ones...

@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.
Re: How do I figure out what ACS modules were loaded on a sa
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.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)
Re: How do I figure out what ACS modules were loaded on a sa
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.
- Cryomundus
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Re: How do I figure out what ACS modules were loaded on a sa
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).
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).
Re: How do I figure out what ACS modules were loaded on a sa
Why would it be? Nothing was told to report it.Cryomundus wrote:Weird that you can't actually look and see whats actually wrong tho. Or the name of the expected acs file(s).
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.7zShinyCrobat 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?
I wonder if it's worth recording filenames to the metadata for future reference, even if they aren't checked by anything.
- Cryomundus
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Re: How do I figure out what ACS modules were loaded on a sa
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."edward850 wrote:Why would it be? Nothing was told to report it.Cryomundus wrote:Weird that you can't actually look and see whats actually wrong tho. Or the name of the expected acs file(s).
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.7zShinyCrobat 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?
I wonder if it's worth recording filenames to the metadata for future reference, even if they aren't checked by anything.
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