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Help needed: My WAD crashes in Unity and Chocolate Doom!


UndeadRyker

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Hey, I'm no expert when it comes to making vanilla-compatible Doom wads but since I'm doing an update to an older WAD of mine, I decided I wanted to make it vanilla compatible but there are several issues:

  1. I know that my WAD has graphics implemented in a way that Chocolate/DOS doesn't like. I remember testing the WAD in Chocolate at first in its initial stages that graphics would be invisible, then later on it crashed the game so I targeted Crispy Doom and PrBoom+. I'm unsure on how to replace graphics in a way that's vanilla compatible.
  2. When I got rid of everything else except for the maps and TEXTURE1, the game still crashes. Without TEXTURE1, it still crashes in Chocolate and Unity.
  3. It works totally fine in Crispy Doom which doesn't have Boom support. Only raised limits.

The latest version is still in the works but I can probably transfer the fixes/suggestions over to my newer version. Here's my WAD in question:

Direct download

 

Thank you for any help/suggestions!

Edited by UndeadRyker

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Don't use T_START / T_END, they're not recognized by Choco. The direct download file you provided has textures defined properly, just move all the menu / statusbar sprites out from between PP_START and PP_END (as you have done in your latest screenshot). 

There are two main issues with your WAD not running in Choco.

 

1. You can find one-sided lines separating two void sections in MAP01 (also show up in Map Analysis mode.) These are what cause the no message crash on Choco. Delete them and the map starts normally (MAP02 starts fine as is).

voidvalls.JPG.72d4735ae41bd62300ab9e4cb420b54e.JPG

However, you will not be able to see your custom gun sprites, and after a few seconds you will run into R_DrawSpriteRange: bad texturecolumn error. Which leads us to the second issue:

 

2. Your sprite modifications have same names as the original Doom 2 sprites. Choco doesn't like the duplicate names (explanation in this thread, more specifically in the posts by fraggle), so you will either need to run the map file using -merge command instead of -file (filepath/chocolate-doom.exe -iwad doom2.wad -merge CABIN.wad -dehlump), or rename your custom sprites so that they don't clash with any original sprite names, and then go into DEHACKED and rename the sprites there as well (in the Strings tab).

 

EDIT: Really cool map by the way. Creepy as hell, love it.

Edited by Aurelius

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Make a lump called T_START like this

 

T_START

TEX01

TEX02

TEX03

T_END

You can name the textures anything and it should work for flats if you use F_START

FLAT01

FLAT02

FLAT03

F_END

 

A flat also has to be 64x64 pixels exactly.

And you can just replace the textures in your map like replacing STARTAN1 with TEXTURE01 via the map editor.

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24 minutes ago, UndeadRyker said:

However, now I'm getting a new error:

image.png

 

I know that this is for the pistol sprite, but I think it popped up for another sprite as well. The pistol shows up fine in all of the source ports and even WhackEd 4 with your advice. The new 4 letter name for the pistol is URWP and I found no other entry like that in any IWAD graphic. The pistol itself is paletted too. What could be wrong with a sprite for it to be considered invalid?

Glad to hear it works :) I actually would've suggested you change the SS_END marker to S_END, since afaik vanilla doesn't recognize SS_END and would then consider your sprites to be missing.

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Hi, thank you very much for your response!

8 hours ago, Mr.S Retro said:

Make a lump called T_START...

I actually define new textures using preexisting patches from the Doom 2 IWAD, so would I still have to do that? I think I can just simply export the "new" textures from SLADE and just keep it as it currently is (click image for bigger size):

image.png

 

Regarding flats, I'm luckily not replacing or trying to define any new ones but those limitations are always good to know so thank you!

 

Now, I think the only problem that's left is that Chocolate Doom is still crashing but I'm not getting any error. I'm thinking it must be with how I implemented and replaced the sprites, or maybe I messed up something else in the root of my WAD big time. Currently, I have the sprites inside SS_START and SS_END markers and even with -merge in Chocolate Doom, it CTDs without showing me any error. Currently, here's all of my entries, excluding the maps, viewed in SLADE.

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3 hours ago, Aurelius said:

Your sprite modifications have same names as the original Doom 2 sprites. Choco doesn't like the duplicate names... ...rename your custom sprites so that they don't clash with any original sprite names, and then go into DEHACKED and rename the sprites there as well (in the Strings tab).

Thank you so much!! It works! I have no idea how I missed that in my map. This is now fixed and I also have gave every sprite a unique name. However, now I'm getting a new error:

image.png

 

I know that this is for the pistol sprite, but I think it popped up for another sprite as well. The pistol shows up fine in all of the source ports and even WhackEd 4 with your advice. The new 4 letter name for the pistol is URWP and I found no other entry like that in any IWAD graphic. The pistol itself is paletted too. What could be wrong with a sprite for it to be considered invalid?

 

And thank you again for the compliments on my map I really appreciate it :)

 

Edit: All of the sprites appear fine in other source ports as well.

Edit2: It doesn't work with -merge either.

Edited by UndeadRyker

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22 minutes ago, UndeadRyker said:

... a new error...

Aha! I got it! It was because I skipped the J and K frames for the revenant! I included 2 dummy frames and it fixed this issue and now my WAD is actually Chocolate Doom compatible. Many thanks to @Aurelius for helping me out and thanks to @Mr.S Retro for the advice.

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On samedi 5 septembre 2020 at 5:33 AM, Mr.S Retro said:

Make a lump called T_START like this

 

T_START

TEX01

TEX02

TEX03

T_END

The T_ namespace is used by Doom 64.

 

ZDoom and a few other ports (including EDGE, Eternity, and Vavoom) support a TX_ namespace. But that will not help with Chocolate Doom.

 

 

Without these texture namespaces, the way to add textures is to use the PNAMES+TEXTURE1 setup of the original game. All patches must be added to PNAMES, and all textures must be made from PNAMES patches in TEXTURE1.

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