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DSDA Doom refuses to run with custom textures


Amaruψ

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I'm asking this on behalf of a good friend.

 

Essentially, she's currently working on a custom map, but whenever she tries to add textures to PNAMES and TEXTUREX, DSDA Doom throws the following errors:

 

image-5.png?ex=66599d19&is=66584b99&hm=0 image-4.png?ex=66599d19&is=66584b99&hm=0 image-7.png?ex=66599d19&is=66584b99&hm=4

 

One thing to note is that she can run the map completely fine in GZDoom. Only DSDA seems to be causing issues. Any help would be appreciated :)

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Do the TEXTUREx and PNAMES lumps contain all the IWAD textures too, or just the new ones? For non-GZDoom ports, it needs to contain the entire list of textures, including the IWAD ones; sounds like the most likely cause of the error.

 

If that's the case the most foolproof route I know of to fix it goes something like:

  • First, make sure you've got your "base resource archive" (IWAD) set up, and the correct one selected up top:
    • 1258199965_2024-05-3014_17_38-SLADE.png.9aa18f790101cc9f5d290cabde40497f.png
  • Make a copy of the wad
  • Delete the TEXTUREx/PNAMES lumps from the original
  • Open the Texture Editor in the original; it'll show this:
    • 286371393_2024-05-3014_08_08-NoTextureDefinitionsFound.png.4feb063f6400a27521b2562f362b9ac3.png
  • Click "Yes", then a new dialog appears:
    • 1569650569_2024-05-3014_08_33-CreateTextureDefinitions.png.177d0dff49480ff0ae3090cb8f1bcfd7.png
  • Make sure you have "Import from Base Resource Archive" checked, then click "OK"
  • Open the Texture Editor in both the original wad and the copy you made earlier
  • While still in the texture editor, Copy+paste the textures from the copy to the original to add 'em all back; SLADE will fix up all the PNAMES references automagically
  • In the top menu bar, go to "Archive->Maintenance->Remove Entries Duplicated from IWAD", just in case -- SLADE sometimes accidentally copies over patches from the IWAD when copying+pasting textures; unsure if this is fixed yet.

 

 

If the texture entries were only ever added with SLADE's "add to TEXTUREx" function though, you could skip a bunch of the above steps and just repeat that process to add the texture definitions. But if you've got multi-patch textures or the texture names aren't 1:1 with the patch names, you'll want to follow the steps.

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Theres a strong possibility that your friend used FreeDoom Phase 2 as the asset base. FreeDoom phase 2 can be used a base for Plutonia and TNT Evilution. You can test pwad with either Plutonia or TNT to see if it works there.

Edited by kalensar

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12 hours ago, Xaser said:
Spoiler

 

Do the TEXTUREx and PNAMES lumps contain all the IWAD textures too, or just the new ones? For non-GZDoom ports, it needs to contain the entire list of textures, including the IWAD ones; sounds like the most likely cause of the error.

 

If that's the case the most foolproof route I know of to fix it goes something like:

  • First, make sure you've got your "base resource archive" (IWAD) set up, and the correct one selected up top:
    • 1258199965_2024-05-3014_17_38-SLADE.png.9aa18f790101cc9f5d290cabde40497f.png
  • Make a copy of the wad
  • Delete the TEXTUREx/PNAMES lumps from the original
  • Open the Texture Editor in the original; it'll show this:
    • 286371393_2024-05-3014_08_08-NoTextureDefinitionsFound.png.4feb063f6400a27521b2562f362b9ac3.png
  • Click "Yes", then a new dialog appears:
    • 1569650569_2024-05-3014_08_33-CreateTextureDefinitions.png.177d0dff49480ff0ae3090cb8f1bcfd7.png
  • Make sure you have "Import from Base Resource Archive" checked, then click "OK"
  • Open the Texture Editor in both the original wad and the copy you made earlier
  • While still in the texture editor, Copy+paste the textures from the copy to the original to add 'em all back; SLADE will fix up all the PNAMES references automagically
  • In the top menu bar, go to "Archive->Maintenance->Remove Entries Duplicated from IWAD", just in case -- SLADE sometimes accidentally copies over patches from the IWAD when copying+pasting textures; unsure if this is fixed yet.

 

 

If the texture entries were only ever added with SLADE's "add to TEXTUREx" function though, you could skip a bunch of the above steps and just repeat that process to add the texture definitions. But if you've got multi-patch textures or the texture names aren't 1:1 with the patch names, you'll want to follow the steps.

 

 

 

This actually worked out for her, thanks a lot.

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