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dehacked, crispydoom, doom2.wad vs doom.wad


Capellan

Question

Working on a UD project which uses a custom monster that leverages some Doom 2 mechanics like homing attacks.  The dehacked works fine in GzDoom and PRBoom+.  It also works in Crispy with doom2.wad, but NOT with doom.wad - crashes as soon as the monster wakes up with the message "W_CacheLumpNum: -1 >= numlumps".

 

Any idea what the issue is? 

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Okay, found why. Crispy is trying to play an extra sound when the Arch-Vile spawns his fire, and that sound is - of course - only available in Doom2.wad. This is now fixed in GIT. Now I am going to see if we can get Choco's DEH parser a bit more robust.

Edited by fabian

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Do you assign sprites of Doom2-only monsters or projectiles to Doom1 monsters or projectiles?

 

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Another possible issue: If you add new sprites, do you have them between SS_START and SS_END markers in the PWAD?

Edited by fabian

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You have some bugs in the DEHACKED lump that is embedded inside your PWAD. First, there is a text replacement for the E3 text introduced with "Text 492 88", but the replacement text is only 70 characters long. Second, you will have to add blank lines between each individual "Text" paragraph. PrBoom+ seems to be a lot more tolerant against bugs like that. If you fix this, your patch will work in Chocolate Doom, but still not in Crispy. I will still have to investigate why...

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