[4.8.0+] Dehacked errors with mods

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cubebert
Posts: 98
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.
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MartinHowe
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Re: [4.8.0+] Dehacked errors with mods

Post by MartinHowe »

Likely a duplicate of this.
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cubebert
Posts: 98
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.

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