Beastiary; Doom Style; Divine Shadow error
- SirBruce
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- Dark Imp
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- MagicWazard
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Also, are you trying to run this in, say, Zandronum? Compatibility with Zandronum isn't guaranteed, since it's "behind" on certain ZDoom/GZDoom features.
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- SirBruce
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- Dark Imp
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- MagicWazard
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SirBruce wrote: I can't use GZDoom because I'l get the infamous blue screen of death in Windows 7. Maybe I'll just try the ZDoom 2.8.1. from the link you gave me. Thanks.
"Infamous blue screen of death in Windows 7"? I'm not aware of GZDoom causing BSOD issues. I use GZDoom on Windows 7 myself (both desktop and laptop), and never have any problems apart from the occasional (recoverable) framerate hitch. Are you talking about Windows itself getting a BSOD, or just GZDoom? Either way, you might want to consider visiting the GZDoom site and posting a bug report. I would imagine that if Zandronum runs, then GZDoom should as well (that is, if you're using Zandronum's GL rendering mode, which is purportedly the same as GZDoom's).
If it makes you feel any better, I recently posted a bug report on the GZDoom forums about the 64-bit OpenGL 3 version not rendering correctly on my computer--and it came down to my graphics drivers being about 4 years old. (That's what you get for letting Windows look for the most up-to-date drivers, instead of doing it your own damn self.)
But either way, I can tell from your screenshot that the issue is that Zandronum doesn't support one of the action function flags used by "A_FadeOut"--specifically, the flag "FTF_REMOVE", which is only available as of the most recent versions of ZDoom/GZDoom. Like I said, Zandronum tends to lag behind ZDoom in terms of feature support, so run mods and add-ons at your own risk. Oddly, though, the error window is attributing this error to "Doom2.wad", which doesn't seem correct, since it's "divshadw.wad" that contains the DECORATE which is causing Zandronum to crash. That seems like another Zandronum bug to me. You might want to post that on the Zandronum forums and see if that's expected or not.
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- SirBruce
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- Dark Imp
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- MagicWazard
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As for conflicts? For starters, the Snake Imp and Time Imp both use the same sprite names (SIMP). So, whichever actor gets loaded SECOND is the one that whose sprites will be used. Each actor will have its proper abilities, but they'll both look the same. You need to rename one set of sprites or the other so they don't conflict. (SLADE3 has a "Rename" function which makes this easy; click the first sprite, shift+click the last sprite, right-click, and select "Rename".)
As for the Zombie Plasma Scientist? If you're getting the error icon, this usually means that the editor number assigned to a Thing in your map doesn't correspond to an existing known class. When you drop a Thing onto the map, the game loads the correct actor by referencing its editor number, not its name. If it can't find an actor with that editor number, nothing will appear. Note that the editor number included with the monster is commented out (which is indicated by the double slashes //); so, if you're just dropping a Thing onto the map, then manually editing the number to match the number in DECORATE, the game won't actually find the monster since the editor number is commented out and therefore doesn't "exist". The easiest way to find out if this is the case is to hit the ~ key to bring up the console, scroll up, and look for an obvious error related to a nonexistent actor number, or something of that nature.
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- SirBruce
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- Dark Imp
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- MagicWazard
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- Blue Shadow
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Zandronum's GL render is older than GZDoom's current, as far as I know.MagicWazard wrote: I would imagine that if Zandronum runs, then GZDoom should as well (that is, if you're using Zandronum's GL rendering mode, which is purportedly the same as GZDoom's).
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