Ultimate UDMF bug [RESOLVED]

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Zeberpal
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Ultimate UDMF bug [RESOLVED]

#1

Post by Zeberpal » Tue Jan 08, 2013 6:52 pm

I use GZDoomBuilder, when I click on "Test map" it goes okay like on pic1
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But if I use CHANGEMAP command or through multiplayer menu it goes like pic2
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Sky is screwed and so are the lights. No sign of custom music either. Dummy actors like "Deep Water" are also missing, but randomly. There is no mistake appeares when changemap, you know like "Warning! missing something! "

I really just don't get where the problem could lie at..
Last edited by Zeberpal on Tue Sep 16, 2014 6:56 am, edited 1 time in total.
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Wirtualnosc
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RE: Testing bug, need help!

#2

Post by Wirtualnosc » Tue Jan 08, 2013 8:10 pm

Does it still happen when using CHANGEMAP while testing map from DB?
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Zeberpal
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RE: Testing bug, need help!

#3

Post by Zeberpal » Tue Jan 08, 2013 8:28 pm

Unfortunatelly yes, either DB/GZDB or manual draging to zandronum.exe, same thing..
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RE: Testing bug, need help!

#4

Post by Ivan » Wed Jan 09, 2013 1:42 pm

Did you define it's stuff in mapinfo? That might be it. Thing is, while testing, I think how you managed the pk3 didn't matter. Check your directory names also. (Textures, Sprites, Graphics and so on)
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Zeberpal
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RE: Testing bug, need help!

#5

Post by Zeberpal » Wed Jan 09, 2013 2:27 pm

It's allright...I 0x7FFFFFFF checked everything...
Something bugs me. It has 2 maps in PK3. One(marsis) runs okay (D in Hex format), and new one which is UDMF cause this nightmare. Could it be that UDMF format causes it?
Another strange thing. When I try to "map" command to skip to my map - it goes okay but randomly

My personal thinking it has to do something with Zandronum itself or UDMF.
Last edited by Zeberpal on Wed Jan 09, 2013 2:29 pm, edited 1 time in total.
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Ivan
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RE: Testing bug, need help!

#6

Post by Ivan » Wed Jan 09, 2013 2:54 pm

I made many UDMF maps, they don't cause any behaviour of this type if you have a fully defined MAPINFO. Again, check your file arrangements. Did you put the map files in there as wads? Are they in correct order? Is there ANYTHING else besides the map related things in the wad? (This also includes any textures used IN the wad, they should be on the pk3 for example)
Last edited by Ivan on Wed Jan 09, 2013 2:54 pm, edited 1 time in total.
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Zeberpal
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RE: Testing bug, need help!

#7

Post by Zeberpal » Wed Jan 09, 2013 3:16 pm

Checked all this stuff again. It's no use
What makes DB execute it so okay.. Is there special parametres he uses in "testing mode"?
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RE: Testing bug, need help!

#8

Post by ZzZombo » Mon Jan 14, 2013 4:26 pm

You can figure them yourself, apparently. I don't remember anything special there though.

[Quote=Zeberpal]testing mode[/quote]
[Quote=Zeberpal]testing mode[/quote]
Ugh, maybe it has something with different nodebuilding options?

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Zeberpal
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RE: Testing bug, need help!

#9

Post by Zeberpal » Mon Jan 14, 2013 4:34 pm

I tried different nodebuilders and settings. Still the same. Just to say, different nodebuilders usually screw up massive maps when playing online: invisible floors, glitches and such. weird.

I returned back to Doom in Hexen format and it's okay. So the problem lies somewhere behind UDMF. Maybe it can't handle huge maps or something?
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RE: Testing bug, need help!

#10

Post by ZzZombo » Mon Jan 14, 2013 4:47 pm

Just to check, are you sure you load all necessary WADs and in order? Maybe your DB automatically loads all of them while you manually forget something.

You can list all PWADs with the "wads" console command.

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Zeberpal
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RE: Testing bug, need help!

#11

Post by Zeberpal » Mon Jan 14, 2013 5:15 pm

Yeah it's totally everything allright with that, I can assure you. It's far not my first project. Oh well I didn't notice big difference between udmf and DiH except for big ammount of tags, so I'll stick to the last one from now on.

P.S: Is there any way to give an additional tag in DiH after 255? I remember someone told it's possible.
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RE: Testing bug, need help!

#12

Post by ZzZombo » Mon Jan 14, 2013 5:42 pm


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Zeberpal
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RE: Ultimate UDMF bug

#13

Post by Zeberpal » Mon Sep 15, 2014 10:15 am

Screw this UDMF. First I got few people complaining they can't see skybox in my DCA2 testdemo, which is also UDMF map. Now when I nearly finished WDI map, I got..this?
Spoiler: Testing in DoomBuilder (Open)
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Spoiler: Online; offline skirmish (Open)
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Not only that, random Decorate actors of mine are gone in 2nd screenshot.

What's the deal with this format? What makes UDMF act like a *****?
Last edited by Zeberpal on Mon Sep 15, 2014 10:16 am, edited 1 time in total.
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RE: Ultimate UDMF bug

#14

Post by Lollipop » Mon Sep 15, 2014 11:50 am

Try reconfiguring your doombuilder to build the nodes for the file saving with the same node builder as for testing. That should in theory solve your problem.

EDIT: I read the above posts afterwards, disregard this post.
Last edited by Lollipop on Mon Sep 15, 2014 11:53 am, edited 1 time in total.
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RE: Ultimate UDMF bug

#15

Post by Hypnotoad » Mon Sep 15, 2014 11:59 am

I have had an identical error like this caused by duplicate mapinfo entries, one in a map wad and one in the parent pk3 folder, I guess when testing with doom-builder the wad would be loaded after the pk3 switching the order the mapinfos are loaded.

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Zeberpal
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RE: Ultimate UDMF bug

#16

Post by Zeberpal » Mon Sep 15, 2014 1:11 pm

There is totally something wrong with UDMF, I had a copy of this map in DiH, it was okay.
Feel free to investigate: http://speedy.sh/HYdVA/WDIEX02UDMF.wad . You'll have to run it with WhoDunIt and ExMappack.
Last edited by Zeberpal on Mon Sep 15, 2014 1:14 pm, edited 1 time in total.
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RE: Ultimate UDMF bug

#17

Post by ibm5155 » Mon Sep 15, 2014 3:38 pm

nothing that a delay(1); changeskybox wouldn't fix :lol:
well, I never had a skybox problem with udmf, the only problem I had was some homs that sometimes appear in random areas when my map was big :S
And there were some maps on wdi (i think it was clock town), it had most of the time a missing skybox and sometimes not (maybe it's related about portal bugs, since there's a weird portal bug on zandronum)... But now almost never I see a missing skybox on that map...
But, as I said, nothing that delay(1). changeskybox wouldn't fix :p

EDIT: does it happen on gzdoom too? (may need to test on a special version of the
Last edited by ibm5155 on Mon Sep 15, 2014 4:13 pm, edited 1 time in total.
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RE: Ultimate UDMF bug

#18

Post by Dusk » Mon Sep 15, 2014 3:40 pm

Zeberpal wrote: Feel free to investigate: http://speedy.sh/HYdVA/WDIEX02UDMF.wad
Challenge accepted.

>speedyshare
Why. It's taking me 7 minutes to download this map. Very speedy indeed...
Last edited by Dusk on Mon Sep 15, 2014 3:41 pm, edited 1 time in total.

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Zeberpal
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RE: Ultimate UDMF bug

#19

Post by Zeberpal » Mon Sep 15, 2014 5:37 pm

ibm5155 wrote: nothing that a delay(1); changeskybox wouldn't fix :lol:
I haven't done so yet, I hope that will work, either way GLDEF'd skybox would also work, tried just now.
So I'd say it's the THINGS bug of UDMF. Skybox Viewpoint won't get loaded as well as some of Dynamic lights and decorate actors.
Dusk wrote: >speedyshare
Why. It's taking me 7 minutes to download this map. Very speedy indeed...
I hope that didn't stop you :wonk:
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RE: Ultimate UDMF bug

#20

Post by bazzoka » Mon Sep 15, 2014 6:30 pm

Zeberpal wrote:
Dusk wrote: >speedyshare
Why. It's taking me 7 minutes to download this map. Very speedy indeed...
I hope that didn't stop you :wonk:
One word: Dropbox.
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