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Bad animation cycle error


DoomGappy

Question

I created a map in the Boom Format and added some waterfall textures. The textures work ok in GZDoom, but don't in PrBoom+ and DSDA. Whenever I try to play it, this is the error I get. I don't understand what I did wrong, and would like to be able to fix it to understand better how to manage custom animated textures in my projects. 
 

image.png.b60d747338a8709f45964fe0c928efec.png

 

I also have a different version of the same map which gives me the following error whenever I run it.

image.png.55bb36ddd7f9b4a61f15c3875dfe31bf.png

 

What could be causing these problems?

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Ok, so the problem is - both wads have TEXTURE1 and PNAMES lumps. When you load them into the game, only the last one loaded survived. All textures and patch definitions need to be moved into one file and the rest need to be removed.

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Just now, jo2ukegappy said:

 

I found this about the Sky3 error, guess I didn't define it or added it to my wad, since when I created it I didn't use the base resource archive method. Do I have to use it for PrBoom+ and DSDA Doom?

Yes, ports other than GZDoom overwrite TEXTURE1, TEXTURE2 and PNAMES lumps so you need to put stuff from every resource pack you are using into one.

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Probably something wrong with your TEXTUREx lump (eg. TEXTURE1 or TEXTURE2), or perhaps the ANIMATED lump, if you have one. Without seeing the wad, I can only make vague guesses, though. Maybe your WTFAF1-4 textures are not correctly ordered.

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7 minutes ago, Worst said:

Probably something wrong with your TEXTUREx lump (eg. TEXTURE1 or TEXTURE2), or perhaps the ANIMATED lump, if you have one. Without seeing the wad, I can only make vague guesses, though. Maybe your WTFAF1-4 textures are not correctly ordered.

 

I found this about the Sky3 error, guess I didn't define it or added it to my wad, since when I created it I didn't use the base resource archive method. Do I have to use it for PrBoom+ and DSDA Doom?

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8 minutes ago, ViolentBeetle said:

Yes, ports other than GZDoom overwrite TEXTURE1, TEXTURE2 and PNAMES lumps so you need to put stuff from every resource pack you are using into one.

 

I used the base resource archive method and it worked, both in DSDA Doom and PrBoom+. I am making a megawad community project, and I want it to be PrBoom compatible, so I should use this method, right?

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2 minutes ago, jo2ukegappy said:

 

I used the base resource archive method and it worked, both in DSDA Doom and PrBoom+. I am making a megawad community project, and I want it to be PrBoom compatible, so I should use this method, right?

Not sure what you are making, point is, you need to have full set of defintions in the last wad loaded that has those.

A wad that is just map + resource pack in resource load is a good idea during development.

Edited by ViolentBeetle

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42 minutes ago, ViolentBeetle said:

Not sure what you are making, point is, you need to have full set of defintions in the last wad loaded.

 

I am trying to understand how these things work to be compatible with most source ports. Here is the map I'm working on. It's actually not giving me errors anymore, except there are two HOM I can't fix in DSDA Doom. Here is the map: Happy birthday (Public).7z

MByfigS.png

lGBiWYP.png

 

 

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There is also this in the same map, but I don't know why it's happening. Might have to recheck the textures again later. Could it be because some of the flats and wall textures have the same name?

 

Ubarhoh.png

 

Edit: These textures are in a different wad, so I have to add them to the base wad if I want them to be used, right? But why do the flats work, then? 

Edited by jo2ukegappy

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17 hours ago, ViolentBeetle said:

Yes, ports other than GZDoom overwrite TEXTURE1, TEXTURE2 and PNAMES lumps so you need to put stuff from every resource pack you are using into one.


Thanks. So that means that if I want my project to work in Boom based ports like DSDA and PrBoom, I have to add all of the textures into the final WAD. 

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Just now, jo2ukegappy said:


Thanks. So that means that if I want my project to work in Boom based ports like DSDA and PrBoom, I have to add all of the textures into the final WAD. 

Not the textures themselves. But the TEXTURE1/2 and PNAMES entries need to contain all the textures and patches you're using across all wads including doom2.wad, because DSDA etc. will only take the entries from whichever wad has them last.

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59 minutes ago, plums said:

Not the textures themselves. But the TEXTURE1/2 and PNAMES entries need to contain all the textures and patches you're using across all wads including doom2.wad, because DSDA etc. will only take the entries from whichever wad has them last.


Thanks, that makes sense. 

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