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Unable to find sprite lump


PeterMoro

Question

I'm making a 'vanilla' 9-wad episode in UDB that is for Doom1 and uses Doom.wad as a base resource.

I want to make a replacement episode for Doom episode 1 that only uses Doom1 textures and assets, and I'd like to make it in UDB for GZDoom.

Whenever I load into UDB I get errors of missing sprite lumps. 

Why is this and how can I fix it? Thanks for your help.

MAP01 at 2024.05.08 10-59-47.209 [R4166].jpg

Doom.PNG

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4 answers to this question

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Doom 1 map names are ExMx format. You called yours MAP01, which is Doom 2's standard. Also, while you have Doom: Doom (Doom) format checked in the box, the actual map you're trying to load has GZDoom: Doom2 (UDMF) in the status bar.

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Posted (edited)

By default there is no GZDoom UDMF config for Doom 1, so it will try to load a bunch of Doom 2 assets and then complain when it can't find them because you used doom.wad as your iwad resource.

 

You can make a Doom1 UDMF config and save it into your Ultimate Doom Builder/Configurations/ folder. Here's a mostly-working one, save it as something like GZDoom_Doom1UDMF.cfg . I haven't actually tried running GZDoom from UDB with this config so there might be errors still.
https://pastebin.com/raw/NvgGsWu5

 

I imagine someone has made something like this already but I can't find anything at the moment.

 

It still tries to load sprites for ZDoom's stealth versions of Doom 2 monsters, and I don't see a good way to fix that other than including all the Doom 1-only ZDoom stuff in that config, which I'm not about to do. You can ignore the errors, but if they bug you too much, you could also make a wad with the sprite names it's asking for (BSPIA2A8) and load it as a resource in the UDB config, just to shut them up. Of course whatever you do, you shouldn't actually use the stealth version of Doom 2 monsters.

Edited by plums

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Posted (edited)

I note from your screenshot that all the errors are referencing sprites for things in Doom 2, but your initial WAD is for Doom 1 (which doesn't have chaingunners, super shotguns, archviles, etc). To the best of my knowledge, the gzdoom.pk3 resource doesn't include any sprites - those would be part of the original WADs.

 

The first screenshot confirms that this is a Doom 2 map (on the status bar at the bottom) so you may simply be using the wrong format.

Edited by Artinum

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Thanks for all your help guys. You were all right, part of the wad was still stuck in DoomII mode. I saved the whole map as a prefab, then started a new map from scratch as a "Doom Doom (Doom format)" map. Then just imported the prefab. It worked! 

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