Impte Posted May 15, 2023 I have this bug in my wad when I start it. I completely don't know wtf is making that and the meaning of the warning. https://www.moddb.com/games/doom-ii/downloads/empty-mess 0 Quote Share this post Link to post
1 Gez Posted May 15, 2023 Bloodcolor "Ice" Those are the lines it complains about. Now BloodColor is supposed to be able to use color names, and "Ice" is supposed to be one of the default colors recognized by GZDoom, but apparently this doesn't work. Try replacing "Ice" with "7C 7C 98". 0 Quote Share this post Link to post
1 Dragonfly Posted May 15, 2023 Post the code samples shown on lines 16 and 361 of your DECORATE scripts. If the error message is to be believed, it's expecting a hexadecimal number, but you're not providing one. 1 Quote Share this post Link to post
0 Impte Posted May 15, 2023 Sorry, here it is (if there is no error in this one maybe it's on the others) : Actor KXCelt 15007 { //$Category Monsters/Custom //$Title "KXCelt" Health 2500 Radius 30 Height 100 Mass 1500 Speed 18 PainChance 10 Monster MeleeDamage 30 Scale 1.5 Obituary "%o was frozen to death by Celt" HitObituary "%o was frozen to death by Celt" Bloodcolor "Ice" Species "Celt" +DontHarmSpecies +NoTarget +FloorClip +MissileMore +NoRadiusDmg +Boss +DontHurtSpecies +NoInfighting SeeSound "Celt/see" PainSound "Celt/pain" DeathSound "Celt/death" ActiveSound "Celt/idle" var int user_celt; States { Spawn: CELT AB 10 A_Look Loop See: TNT1 A 0 A_SetUserVar(user_celt,0) CELT A 0 A_Chase CELT AAA 1 A_SpawnItemEx("KXCeltIceParticle", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128) CELT A 0 A_Chase CELT AAA 1 A_SpawnItemEx("KXCeltIceParticle", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128) CELT A 0 A_Chase CELT BBB 1 A_SpawnItemEx("KXCeltIceParticle", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128) CELT B 0 A_Chase CELT BBB 1 A_SpawnItemEx("KXCeltIceParticle", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128) CELT B 0 A_Chase CELT CCC 1 A_SpawnItemEx("KXCeltIceParticle", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128) CELT C 0 A_Chase CELT CCC 1 A_SpawnItemEx("KXCeltIceParticle", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128) CELT D 0 A_Chase CELT DDD 1 A_SpawnItemEx("KXCeltIceParticle", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128) CELT D 0 A_Chase CELT DDD 1 A_SpawnItemEx("KXCeltIceParticle", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128) Loop Melee: Missile: TNT1 A 0 A_Jump(128,"Spread","AnotherSpread") TNT1 A 0 A_Jump(128,"Ring", "DiamondDust") TNT1 A 0 A_Jump(128,"Clone") Spread: CELT EF 8 Bright A_FaceTarget CELT GGGGGGGGGGGGGGG 0 Bright A_CustomMissile ("CeltIceMiniShot",28,0,random(-10,10),2,random(-5,5)) CELT H 3 Bright CELT H 0 A_Jump(128,1) Goto See CELT IJ 8 Bright A_FaceTarget CELT KKKKKKKKKKKKKKK 0 Bright A_CustomMissile ("CeltIceMiniShot",28,0,random(-10,10),2,random(-5,5)) CELT L 3 Bright CELT L 0 A_Jump(64,"Ring") Goto See AnotherSpread: CELT MN 8 Bright A_FaceTarget CELT O 0 Bright A_CustomMissile ("CeltIceBigShot",28,0,0,0) CELT O 0 Bright A_CustomMissile ("CeltIceBigShot",28,0,15,0) CELT O 0 Bright A_CustomMissile ("CeltIceBigShot",28,0,30,0) CELT O 0 Bright A_CustomMissile ("CeltIceBigShot",28,0,45,0) CELT O 0 Bright A_CustomMissile ("CeltIceBigShot",28,0,60,0) CELT O 0 Bright A_CustomMissile ("CeltIceBigShot",28,0,75,0) CELT O 0 Bright A_CustomMissile ("CeltIceBigShot",28,0,-15,0) CELT O 0 Bright A_CustomMissile ("CeltIceBigShot",28,0,-30,0) CELT O 0 Bright A_CustomMissile ("CeltIceBigShot",28,0,-45,0) CELT O 0 Bright A_CustomMissile ("CeltIceBigShot",28,0,-60,0) CELT O 0 Bright A_CustomMissile ("CeltIceBigShot",28,0,-75,0) CELT OP 4 Bright Goto See Ring: CELT MN 8 Bright A_FaceTarget Goto RingLooping RingLooping: TNT1 A 0 A_CustomMissile("CeltIceMiniShot2",28,0,user_celt,CMF_ABSOLUTEANGLE) TNT1 A 0 A_SetUserVar(user_celt,user_celt+2) TNT1 A 0 A_JumpIf(user_celt>360,1) Loop TNT1 A 0 A_SetUserVar(user_celt,0) CELT OP 8 Bright Goto See DiamondDust: CELT MMMMMMMM 1 A_SpawnItemEx("KXCeltIceParticle", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128) CELT A 0 Bright A_FaceTarget CELT MMMMMMMM 1 A_SpawnItemEx("KXCeltIceParticle", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128) CELT A 0 Bright A_FaceTarget CELT NNNNNNNN 1 A_SpawnItemEx("KXCeltIceParticle", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128) CELT A 0 Bright A_FaceTarget CELT O 4 Bright A_CustomMissile ("CeltDiamondDust",28,0,0,0) CELT P 4 Bright Goto See Clone: CELT QQQQQQQQQQ 1 A_SpawnItemEx("KXCeltIceParticle", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128) CELT Q 0 A_CustomMissile ("CeltIceCloneSpawner",2,0,90,2,0) CELT Q 0 A_CustomMissile ("CeltIceCloneSpawner",2,0,-90,2,0) CELT QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ 1 A_SpawnItemEx("KXCeltIceParticle", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128) Goto See Pain: CELT Q 2 CELT Q 2 A_Pain Goto See Death: CELT R 10 Bright A_Scream CELT STUV 10 Bright TNT1 A 0 A_PlaySound("Celt/CometDeath",CHAN_7,1.0,FALSE,ATTN_NONE) TNT1 A 0 A_SpawnItemEx("CeltBody",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION) TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("KXCeltIceParticle2",0,0,5,frandom(-15,15),frandom(-15,15),frandom(5,15),random(1,360)) TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("KXCeltIceParticle",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(1,360)) TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_SpawnItemEx("CeltRealDiamondDust",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(1,360)) CELT U 0 Bright A_NoBlocking TNT1 A -1 Bright Stop } } Actor CeltBody { Radius 0 Height 0 Speed 0 +ClientSideOnly +NoBlockMap Translation "0:255=%[0.00,0.00,1.84]:[1.24,1.24,2.00]" States { Spawn: CELT WXY 5 Bright CELT Z -1 Bright Stop } } Actor CeltIceBigShot { Radius 3 Height 3 Speed 20 Damage 8 Projectile RenderStyle Add DamageType Ice SeeSound "Celt/IceShot" DeathSound "Celt/IceHit" Translation "0:255=%[0.00,0.00,1.84]:[1.24,1.24,2.00]" Decal RevenantScorch States { Spawn: IBAL AABB 2 Bright A_SpawnItemEx("CeltIceBigShotTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION) Loop Death: IBAL AAAAAAAAAA 0 A_SpawnItemEx("KXCeltIceParticle",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(1,360)) IBAL DEFGHI 4 Bright Stop } } Actor CeltIceBigShotTrail { Radius 1 Height 1 Speed 0 Damage 0 PROJECTILE RenderStyle Add Translation "0:255=%[0.00,0.00,1.84]:[1.24,1.24,2.00]" +ClientSideOnly +Randomize Alpha 0.9 States { Spawn: IBAL A 1 Bright A_FadeOut(0.04) IBAL A 0 A_SetScale(ScaleX-0.03) IBAL A 1 Bright A_FadeOut(0.04) IBAL A 0 A_SetScale(ScaleX-0.03) IBAL A 1 Bright A_FadeOut(0.04) IBAL A 0 A_SetScale(ScaleX-0.03) IBAL A 1 Bright A_FadeOut(0.04) IBAL A 0 A_SetScale(ScaleX-0.03) IBAL B 1 Bright A_FadeOut(0.04) IBAL B 0 A_SetScale(ScaleX-0.03) IBAL B 1 Bright A_FadeOut(0.04) IBAL B 0 A_SetScale(ScaleX-0.03) IBAL B 1 Bright A_FadeOut(0.04) IBAL B 0 A_SetScale(ScaleX-0.03) IBAL B 1 Bright A_FadeOut(0.04) IBAL B 0 A_SetScale(ScaleX-0.03) Loop } } Actor CeltIceMiniShot { Radius 3 Height 3 Speed 35 Damage 3 Projectile RenderStyle Add DamageType Ice SeeSound "Celt/IceShot" DeathSound "Celt/IceHit" States { Spawn: IPRJ AAABBBCCC 1 Bright A_SpawnItemEx("CeltIceMiniShotTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION) Loop Death: IPRJ AAA 0 A_SpawnItemEx("KXCeltIceParticle",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(1,360)) IPRJ DEFGH 3 Bright Stop } } Actor CeltIceMiniShot2 : CeltIceMiniShot { Speed 12 } Actor CeltIceMiniShotTrail { Radius 1 Height 1 Speed 0 Damage 0 PROJECTILE RenderStyle Add +ClientSideOnly +Randomize Alpha 1.0 States { Spawn: IPRJ AAAABBBBCCCC 1 Bright A_FadeOut(0.07) Stop } } Actor CeltDiamondDust { Radius 13 Height 8 Speed 25 Damage 0 Projectile SeeSound "CELT/comet" Translation "0:255=%[0.00,0.00,2.00]:[2.00,2.00,2.00]" RenderStyle Add Projectile Decal RevenantScorch States { Spawn: ICOM AAAABBBBCCCC 1 Bright A_SpawnItemEx("CeltDiamondDustTail", 0, 0, 0, 0, 0, 0, 0, 128) Loop Death: ICOM A 0 A_PlaySound("Celt/CometDeath",CHAN_AUTO,1.0,FALSE,ATTN_NONE) ICOM A 0 Bright A_Explode(256,256,0) ICOM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("KXCeltIceParticle",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(1,360)) ICOM DDDDEEEEFFFFGGGGHHHHIIII 1 Bright A_SpawnItemEx("CeltRealDiamondDust",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(1,360)) Stop } } Actor CeltDiamondDustTail { Radius 1 Height 1 Speed 0 Damage 0 RenderStyle Add Projectile +DontSplash +ClientSideOnly States { Spawn: TNT1 A 2 IRTB ABCDEFGHI 1 Bright Stop } } Actor CeltRealDiamondDust { Radius 15 Height 8 Speed 20 Damage 2 Projectile +Ripper +HexenBounce Obituary "%o was Freezed by Celt." DamageType Ice States { Spawn: IRME ABCDEFGHIJKLMNS 2 Bright IRME S 1 A_FadeOut(0.01) Wait } } actor CeltIceCloneSpawner : PlasmaBall { RenderStyle Normal Radius 24 Height 1 Speed 9 +HexenBounce Damage 0 SeeSound "" DeathSound "" Translation "0:255=%[0.00,0.00,2.00]:[2.00,2.00,2.00]" States { Spawn: CELT ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ 1 A_SpawnItemEx("KXCeltIceParticle", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128) TNT1 A 0 A_Stop TNT1 A 0 A_PlaySound("misc/freeze",CHAN_AUTO,1.0) Goto Death Death: CELT YYYYYYXXXXXXWWWWWWVVVVVVUUUUUUTTTTTTSSSSSSRRRRRR 1 A_SpawnItemEx("KXCeltIceParticle", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128) TNT1 A 0 A_PlaySound("misc/freeze",CHAN_AUTO,1.0) TNT1 A 0 Bright A_SpawnItemEx("CeltIceClone",0,0,1,0,0,0,0) Stop } } ACTOR CeltIceClone : BaronOfHell { Health 150 Speed 16 PainChance 20 Species "Celt" +DontHarmSpecies -CountKill -BossDeath SeeSound "" PainSound "" DeathSound "misc/freeze" ActiveSound "" Obituary "%o was frozen by Celt" HitObituary "%o was frozen by Celt" BloodColor "Ice" Translation Ice States { Spawn: CELT AB 10 A_Look Loop See: CELT AABBCCDD 3 A_Chase Loop Melee: Missile: CELT EF 8 Bright A_FaceTarget CELT GGGGGGGGGG 0 Bright A_CustomMissile ("CeltIceMiniShot",28,0,random(-10,10),2,random(-5,5)) CELT GH 3 Bright CELT H 0 A_Jump(128,1) Goto See CELT IJ 8 Bright A_FaceTarget CELT KKKKKKKKKK 0 Bright A_CustomMissile ("CeltIceMiniShot",28,0,random(-10,10),2,random(-5,5)) CELT KL 3 Bright CELT H 0 A_Jump(128,"Missile") Goto See Pain: CELT Q 2 CELT Q 2 A_Pain Goto See Death: CELT Q 5 A_IceGuyDie Stop Raise: Stop } } Actor KXCeltIceParticle { Projectile Damage 0 +NoBlockMap +BloodLessImpact +ClientSideOnly -BloodSplatter +DontSplash +ForceXYBillBoard Speed 0 Radius 1 Height 1 RenderStyle Add States { Spawn: Death: IPRJ I 1 Bright A_FadeOut(0.04) Loop } } Actor KXCeltIceParticle2 { Projectile Damage 0 +NoBlockMap +BloodLessImpact +ClientSideOnly -BloodSplatter +DontSplash +ForceXYBillBoard -NoGravity Speed 0 Radius 1 Height 1 Scale 0.2 Gravity 0.8 RenderStyle Add States { Spawn: IRTB A 1 Bright Loop Death: IRTB ABCDEFGHI 1 Bright A_FadeOut(0.04) Wait } } 0 Quote Share this post Link to post
Question
Impte
I have this bug in my wad when I start it. I completely don't know wtf is making that and the meaning of the warning.
https://www.moddb.com/games/doom-ii/downloads/empty-mess
Share this post
Link to post
3 answers to this question
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.