I copied the linedefs from a doom format map, saved it as a doom in hexen format map, and fixed up all the doors and switches and stuff. However, on loading the level in the console it says: (NULL): INVALID ACS MODULE
It's not causing any problems yet, but I'm just curious as to why this would happen, and could it potentially cause problems if left?
(NULL): INVALID ACS MODULE
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- Kappes Buur
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Re: (NULL): INVALID ACS MODULE
If you still have the DOOM format map, then try this
- To convert from DOOM format to ZDOOM format you could use zwadconv.exe found in
http://zdoom.org/files/utils/utils050999.zip
Last edited by Kappes Buur on Fri Aug 14, 2015 10:33 am, edited 1 time in total.
- Skelegant
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Re: (NULL): INVALID ACS MODULE
The main thing I want to know is what "invalid ACS module" means, as then I'll probably be able to fix it myself. Also I don't think I can convert it at this point, since I've already added on to it in hexen format. It all runs fine, apart from the message in the console.
- Kappes Buur
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Re: (NULL): INVALID ACS MODULE
Open the map with Slade3 and check if you have anything pointing to scripting.
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Re: (NULL): INVALID ACS MODULE
Nope. I tried removing the SCRIPTS file but that didn't help.
- Kappes Buur
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Re: (NULL): INVALID ACS MODULE
THE SCRIPTS file is just the scripting text. It is usually included as a courtesy.
What is important though, is the BEHAVIOR lump, which holds the compiled scripts,
and instructs ZDoom as to the functions to execute.
When using the conversion program, besides changing the linedef assignments to the
DiH format, an empty BEHAVIOR lump is generated.

Since you copy/pasted your map to DiH format manually, you could delete the BEHAVIOR
lump and recompile the SCRIPTS lump.
What is important though, is the BEHAVIOR lump, which holds the compiled scripts,
and instructs ZDoom as to the functions to execute.
When using the conversion program, besides changing the linedef assignments to the
DiH format, an empty BEHAVIOR lump is generated.

Since you copy/pasted your map to DiH format manually, you could delete the BEHAVIOR
lump and recompile the SCRIPTS lump.
Last edited by Kappes Buur on Fri Aug 14, 2015 12:05 pm, edited 2 times in total.
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Re: (NULL): INVALID ACS MODULE
Did you checked if the map have a BEHAVIOR lump between it's lumps composition? Maybe the engine is trying look for this and throws this error when cant't find it.
DAMN KAPPES, i was going post about this lump.
Anyway just create a dummy script in the map in GZDoom builder and compile, it should stop saying this error.
DAMN KAPPES, i was going post about this lump.
Anyway just create a dummy script in the map in GZDoom builder and compile, it should stop saying this error.
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Re: (NULL): INVALID ACS MODULE
Neither of those things seem to work.
- Kappes Buur
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Re: (NULL): INVALID ACS MODULE
In that case, could you upload your original DOOM format map and your scripts.