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Bugs when demarring myhouse.wad

Posted: Sun Jan 05, 2025 8:00 am
by sardoch
when i drag "Myhouse.wad" i have this error OS: Windows 10 (NT 10.0) Build 19045

GZDoom version g4.14.0

Max. texture size: 16384
Max. texture units: 32
Max. varying: 64
Max. combined shader storage blocks: 96
Max. vertex shader storage blocks: 96
Resolution: 958 x 1008
I_Init: Setting up machine state.
CPU speed: 3593 MHz
CPU Vendor ID: AuthenticAMD
Name: AMD Ryzen 5 3500X 6-Core Processor
Family 23 (23), Model 113, Stepping 0
Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX AVX2 F16C FMA3 BMI1 BMI2 HyperThreading
V_Init: allocate screen.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
GScript error, "myhouse.pk3:zscript" line 75:
GCannot convert to name

Execution could not continue.
1 errors while parsing scripts

Re: Bugs when demarring myhouse.wad

Posted: Sun Jan 05, 2025 9:44 am
by Rachael
viewtopic.php?t=79997
Agent_Ash from Discord wrote: Making MyHouse.pk3 work in GZDoom 4.14.0 is a one-line fix:
  1. Open myhouse.pk3 wad in SLADE
  2. Find the file called ZScript
  3. In line 75 replace weapons.push(int(weap)); with weapons.push(weap);

Re: Bugs when demarring myhouse.wad

Posted: Sun Apr 06, 2025 10:47 am
by Peacherino
HUGE EASY FIX. Thank you so much.