CrimCuttle Posted December 24, 2016 I want to play No Guy's Sky, but I get a weird error message when I try to play it. Here's what I do to get WADs to work on singleplayer: 1.) Open Doomseeker's Create Server menu 2.) Add the ngs.pk3 file into the "additional WADs" list 3.) Click "play offline" And here's the following text that appears in my terminal when attempting to run it. Spoiler [11:50:44] Starting (working dir /usr/bin): /usr/bin/zandronum Zandronum 2.1.2 - 150718-1029 - SDL version Compiled on Aug 7 2015 M_LoadDefaults: Load system defaults. Gameinfo scan took 29 ms sv_maxlives will be changed for next game. cooperative will be changed for next game. W_Init: Init WADfiles. adding /usr/games/zandronum/zandronum.pk3, 695 lumps adding /home/chander/.zandronum/Doom2.wad, 2919 lumps adding /home/chander/Desktop/zandronum2.1.2-linux-x86_64/ngs.pk3, 303 lumps adding /home/chander/Desktop/zandronum2.1.2-linux-x86_64/ngs.pk3:67p.wad, 8 lumps I_Init: Setting up machine state. CPU Vendor ID: GenuineIntel Name: Intel(R) Pentium(R) CPU G645 @ 2.90GHz Family 6, Model 42, Stepping 7 Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 I_InitSound: Initializing FMOD FMOD Sound System, copyright � Firelight Technologies Pty, Ltd., 1994-2009. Loaded FMOD version 4.24.16 V_Init: allocate screen. Using in-memory database. The database will not be saved on exit. S_Init: Setting up sound. ST_Init: Init startup screen. P_Init: Checking cmd-line parameters... G_ParseMapInfo: Load map definitions. S_InitData: Load sound definitions. Texman.Init: Init texture manager. Unknown patch 'GUNSC0' in texture 'GUNSC0' Unknown patch 'NWPGA0' in texture 'NWPGA0' ParseTeamInfo: Load team definitions. LoadActors: Load actor definitions. Tried to register class 'Fist' more than once. Script error, "ngs.pk3:oldstuff" line 67: Invalid state parameter a_setscale Can anyone help me fix this? 0 Quote Share this post Link to post
CrimCuttle Posted December 24, 2016 I realize that this might be in the wrong place. Can a mod move this if possible? 0 Quote Share this post Link to post
enderandrew Posted December 24, 2016 This runs in GZDoom. It may not run in Zandronum. 0 Quote Share this post Link to post
CrimCuttle Posted December 24, 2016 enderandrew said:This runs in GZDoom. It may not run in Zandronum. Ah dammit, there's no GZDoom for Linux... 0 Quote Share this post Link to post
enderandrew Posted December 24, 2016 Try ZDoom. GZDoom is a fork of ZDoom with OpenGL support. 0 Quote Share this post Link to post
Gez Posted December 24, 2016 Yes there is GZDoom on Linux. http://debian.drdteam.org/pool/multiverse/g/gzdoom/ That said NGS did bad things that will probably break eventually. Stuff like that:Tried to register class 'Fist' more than once.Bad! Very bad! 0 Quote Share this post Link to post
CrimCuttle Posted December 24, 2016 Gez said:Yes there is GZDoom on Linux. http://debian.drdteam.org/pool/multiverse/g/gzdoom/ Woah, what?! I never saw this before...Gez said:That said NGS did bad things that will probably break eventually. Stuff like that:Tried to register class 'Fist' more than once.Bad! Very bad! Well, how do I make it not do bad things? 0 Quote Share this post Link to post
Gez Posted December 24, 2016 Basically the problem is that it defines a class with the same name as a core class (Fist in this case) so the engine has to decide whether "Fist" refers to the first Fist or the second Fist. This is a recipe for disaster. The solution would be to edit the mod, find where it defines Fist, and rename it to something else (like NGSFist for example) and then look where it uses it and update to the new name. 0 Quote Share this post Link to post
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