R_InstallSpriteLump: how do i fix this

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chesse20
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R_InstallSpriteLump: how do i fix this

#1

Post by chesse20 » Sun Jul 28, 2013 2:17 am

R_InstallSpriteLump: Bad frame characters in lump BEEPB4B was the error i got

i was trying to make a custom enemy for doom by editing an already made one and i was making progress trying to rename WASP into bee but now it isnt working

and it was working fine when i didnt have the orignal enemy running alongside it but now it isnt working even though all the textures and scripts have WASP replace with BEEP

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Conmon
 
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RE: R_InstallSpriteLump: how do i fix this

#2

Post by Conmon » Sun Jul 28, 2013 2:21 am

chesse20 wrote: and it was working fine when i didnt have the orignal enemy running alongside it but now it isnt working even though all the textures and scripts have WASP replace with BEEP
Post your script. I wanna see this.

.... POST IT IN SPOILERS!

chesse20
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RE: R_InstallSpriteLump: how do i fix this

#3

Post by chesse20 » Sun Jul 28, 2013 2:30 am

Conmon wrote:
chesse20 wrote: and it was working fine when i didnt have the orignal enemy running alongside it but now it isnt working even though all the textures and scripts have WASP replace with BEEP
Post your script. I wanna see this.

.... POST IT IN SPOILERS!
[spoiler]actor gangsterBEEP 32001
{
obituary "%o was owned by a gangster BEEP."
health 12
radius 16
height 32
mass 50
speed 8
damage 2
damagetype "hornet"
damagefactor "hornet", 0
maxtargetrange 256
bloodcolor yellow
deathsound "Hornet/Death"
MONSTER
+FLOAT
+NOGRAVITY
+FLOATBOB
+NOBLOODDECALS
+SPAWNFLOAT
+DONTOVERLAP
states
{
Spawn:
BEEP A 0
BEEP A 0 A_PlaySoundEx ("Hornet/Fly", "SoundSlot7", 1)
BEEP AB 2 A_Look
loop
See:
BEEP A 0 A_PlaySoundEx ("Hornet/Fly", "SoundSlot7", 1)
BEEP A 0 A_JumpIfCloser (256, "Dodge")
BEEP AB 2 A_Chase
loop
Dodge:
BEEP A 0 A_PlaySoundEx ("Hornet/Fly", "SoundSlot7", 1)
BEEP A 1 A_FastChase
BEEP A 1 A_FaceTarget
BEEP B 1 A_FastChase
BEEP B 1 A_FaceTarget
goto See
Missile:
BEEP A 0 A_PlaySoundEx ("Hornet/Fly", "SoundSlot7", 1)
BEEP A 2 A_FaceTarget
BEEP B 2 A_SkullAttack
goto See
Death:
BEEP C 1 A_StopSoundEx ("SoundSlot7")
BEEP C 0 A_ChangeFlag ("FLOATBOB", 0)
BEEP C 0 A_ScreamAndUnblock
Fall:
BEEP C 1 A_CheckFloor ("Splat")
loop
Splat:
BEEP D 1 A_Stop
BEEP D 0 A_PlaySound ("Hornet/Splat")
BEEP D -1
stop
}
}[/spoiler]

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agaures
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RE: R_InstallSpriteLump: how do i fix this

#4

Post by agaures » Sun Jul 28, 2013 3:50 am

Could you send me the wad, i wanna have a look if the sprites are named correctly.
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

Bloax
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RE: R_InstallSpriteLump: how do i fix this

#5

Post by Bloax » Sun Jul 28, 2013 4:21 am

It's as simple as that the sprites don't follow the naming convention;

Code: Select all

R_InstallSpriteLump: Bad frame characters in lump BEEPB4B
Take a look here and you'll find out that the syntax is NNNNFA[FA]

"NNNN" Being the actual sprite name (like SARG/BOSS/HEAD), F being the frame (HEADH0 is the H frame of the HEAD sprite) and the "A" being the sprite angle, for which you should see the article.

Your problem is that you're probably trying to mirror the sprite from the '4' angle to the '6' angle, but you don't specify the mirrored angle. (note how it's NNNNFA[FA], the A in [FA] is what your problem is.)

so yeah you should probably fix that through some corrective renaming

also i'm pedantic as sin but who the fuck cares
Last edited by Bloax on Sun Jul 28, 2013 4:29 am, edited 1 time in total.
[quote="Kennon Conrad"]Dear LawCounsels,
To prove your compressor works, I suggest you try it on your posts and then post only the result.

We all know an ideal lossy compressor would output 0 bytes for your posts, so see if you can beat that.

Have a nice day.[/quote]

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agaures
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RE: R_InstallSpriteLump: how do i fix this

#6

Post by agaures » Sun Jul 28, 2013 4:39 am

Basically in short of what Bloax said.

You need to rename BEEPA2A to BEEPA2A8 and so on following for the other sprites.

Let me cut it down to make it simpler.
BEEP is the sprite name
A2 is the second frame of the BEEP sprite
and adding A8 makes the eighth frame the same as the second but mirrored.

You just had a random A at the end of the second frame which is invalid.
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

chesse20
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RE: R_InstallSpriteLump: how do i fix this

#7

Post by chesse20 » Sun Jul 28, 2013 8:37 pm

i added A8 for the a frames and B8 to all the b frames and "sprite BEEP frame A is missing rotations"

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StrikerMan780
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RE: R_InstallSpriteLump: how do i fix this

#8

Post by StrikerMan780 » Tue Jul 30, 2013 2:12 am

You're still messing up the sprite names, likely an extra character.

They should be named like this, without the stuff in parenthesis of course:

BEEPA1 (Front)
BEEPA2A8 (Front Left)
BEEPA3A7 (Left)
BEEPA4A6 (Rear Left)
BEEPA5 (Rear)

BEEPB1
BEEPB2B8
BEEPB3B7
BEEPB4B6
BEEPB5
Last edited by StrikerMan780 on Tue Jul 30, 2013 2:14 am, edited 1 time in total.

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