[4.8.0+] Dehacked errors with mods

Bugs that have been investigated and resolved somehow.

Moderator: GZDoom Developers

Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
User avatar
cubebert
Posts: 103
Joined: Sun Jun 14, 2020 3:37 pm
Graphics Processor: nVidia (Modern GZDoom)

[4.8.0+] Dehacked errors with mods

Post by cubebert »

I wanted to report a bug that occurs when certain gameplay mods are loaded with files that use DeHackEd such as Hacx or other total conversions. The bug in question is that the actors that DeHackEd modifies get reverted to their standard Doom behavior even if the mod doesn't touch or otherwise modify the actor. Common actors that get affected by this include decorations, the Wolfenstein SS, and Commander Keen. Right now, I can't determine what would cause this, as some gameplay mods such as Guncaster aren't affected by this bug. However, it is easy to reproduce since it occurs with every loading of GZDoom past 4.7.1.

For the purposes of reproducing this bug, I'll use the mapset Resurgence, and Samsara v0.3666 will be used for the gameplay mod. It doesn't matter what order they are loaded in, as the bug will occur regardless. When the game is loading, it will print out multiple copies of "Bad numeric constant" followed by a number and an actor property. This can be verified by going into the console and scrolling upwards. With some total conversions like Batman Doom, these error messages can take about a minute to fully scroll through in the console because of the large amount of actors modified by DeHackEd. The screenshot below is an example of what the console prints in GZDoom 4.10.0 using Resurgence and Samsara.



I wanted to report this since it can make compatibility with certain gameplay mods iffy on GZDoom 4.8.0+ compared to older versions, and I haven't seen anyone else report it on the fourms. I apologize for not having easily accessible test files to provide, but these files are easy to obtain and should be able to load into GZDoom without taking too much time.
User avatar
MartinHowe
Posts: 2041
Joined: Mon Aug 11, 2003 1:50 pm
Location: Waveney, United Kingdom

Re: [4.8.0+] Dehacked errors with mods

Post by MartinHowe »

Likely a duplicate of this.
User avatar
cubebert
Posts: 103
Joined: Sun Jun 14, 2020 3:37 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: [4.8.0+] Dehacked errors with mods

Post by cubebert »

I did take a look at the bug report you've linked, and it does seem that I couldn't reproduce the bug using the files you've loaded on your report. Since I've moved to a new computer months ago, I don't have an easy way of loading Linux to confirm if it happens with my steps. I don't know if my report should be closed since it's a duplicate, but I guess it would be important to know that the bug can also occur in Windows as well.
User avatar
merlin86
Posts: 137
Joined: Tue Jan 29, 2008 4:02 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11 Pro
Graphics Processor: nVidia with Vulkan support

Re: [4.8.0+] Dehacked errors with mods

Post by merlin86 »

Looks like there is something weird on the Samsara part, even the newest one aka Reincarnation.
If I use any other mod I have (Like Final Doomer + , there is no error)
I made a github issue here : https://github.com/ZDoom/gzdoom/issues/2090
Professor Hastig
Posts: 246
Joined: Mon Jan 09, 2023 2:02 am
Graphics Processor: nVidia (Modern GZDoom)

Re: [4.8.0+] Dehacked errors with mods

Post by Professor Hastig »

From the console output my guess would be that the patch contains fixed spaces (character 0xa0) which throws the parser off.
User avatar
cubebert
Posts: 103
Joined: Sun Jun 14, 2020 3:37 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: [4.8.0+] Dehacked errors with mods

Post by cubebert »

merlin86 wrote: Tue Jun 13, 2023 4:51 pm Looks like there is something weird on the Samsara part, even the newest one aka Reincarnation.
If I use any other mod I have (Like Final Doomer + , there is no error)
I made a github issue here : https://github.com/ZDoom/gzdoom/issues/2090
Thanks for doing that, merlin86. I did notice that some gameplay mods trigger this error but others don't, and with the sheer filesize of Samsara Reincarnation, it may not be the best mod to test out the errors with. I think instead, using this version of Brutal Doom v20 would be a better option as it isn't as large and it still triggers the error. I may need to extract the mod manually and find out what would be the cause for these console errors, so having a smaller mod to work with would be beneficial.
User avatar
merlin86
Posts: 137
Joined: Tue Jan 29, 2008 4:02 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11 Pro
Graphics Processor: nVidia with Vulkan support

Re: [4.8.0+] Dehacked errors with mods

Post by merlin86 »

Hmmm, after I played a bit, I think something changed in the DeHacked parser after 4.7.0.
Even a simple patch to change the health of the SS guard triggers that error.
I might prepare a simple DECORATE that triggers the error and then have a look at the debugger. I hope to update soon this post with my findings.
Fun fact: without the mod and only with the patch everything works correctly.

Update 1: Both wads (Resurge and Abscission) replace Commander Keen with the SS Guard.
The SS Guard itself has its states modified, like in Abscission the state for Explode is the same as for Death.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49117
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: [4.8.0+] Dehacked errors with mods

Post by Graf Zahl »

Duplicate of something long fixed.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49117
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: [4.8.0+] Dehacked errors with mods

Post by Graf Zahl »

Duplicate of something long fixed.

Return to “Closed Bugs [GZDoom]”