Gzdoom wads in zandronum

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Aleex1989
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Gzdoom wads in zandronum

#1

Post by Aleex1989 » Fri Jul 15, 2016 2:36 am

First of all, Hello, I just registered. I've playing with Zandronum for a while now. I have project brutality for zandronum 3.0. I have a few weapon mods that work for gzdoom, I want to make them work for zandronum, just running the wads caused a script error, what do I have to do to convert the wads to make them work in zandronum?

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Sean
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Re: Gzdoom wads in zandronum

#2

Post by Sean » Fri Jul 15, 2016 8:47 am

Some GZDoom mods require features not present in the version of ZDoom Zandronum 2.1.2 uses (2.5.0). Zandronum 3.0 is based on ZDoom 2.7.1 (but it's still in beta).
<capodecima> i dont say any more word without my loyer jenova

Aleex1989
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Re: Gzdoom wads in zandronum

#3

Post by Aleex1989 » Fri Jul 15, 2016 4:19 pm

Sean wrote:Some GZDoom mods require features not present in the version of ZDoom Zandronum 2.1.2 uses (2.5.0). Zandronum 3.0 is based on ZDoom 2.7.1 (but it's still in beta).
I do have the latest beta of zandronum 3.0, trying to use the Unmakers I have for gzdoom give me a script error, I just want to know how do I make a gzdoom compatible weapon wad compatible for zandronum.

Is there a specific coding process I can do in Slade? or is it simply an incorrect character in the code that causes the script error?

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Re: Gzdoom wads in zandronum

#4

Post by Lollipop » Fri Jul 15, 2016 4:22 pm

That is completely subject to the error itself. The game casts a different error based on what the issue is. Provide the error, that will allow us to actually tell you what is up.

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Re: Gzdoom wads in zandronum

#5

Post by SwordGrunt » Fri Jul 15, 2016 4:31 pm

There is no such thing as "converting" a mod from GZDoom to Zandronum

If Zandronum does not have the features used, it will give you an error and these features cannot be used, period

You can attempt to recreate the missing functions yourself by using other features available in the Zandronum version you're using, but there's no way to magically make something work on an engine without the required features with the click of a button

Aleex1989
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Re: Gzdoom wads in zandronum

#6

Post by Aleex1989 » Fri Jul 15, 2016 6:51 pm

Lollipop wrote:That is completely subject to the error itself. The game casts a different error based on what the issue is. Provide the error, that will allow us to actually tell you what is up.
here is the error with standard Unmaker:

Script error, "PB_Unmaker.pk3:unmaker.txt" line 1409:
Expected ')', got ','.

The Unmaker 2.0 (FeelBoss Unmaker) works just fine.

The Unmaker 64 alpha also works.

Lightning gun: Script error, "PB_Lightning_Gun.WAD: Decorate" line 1120:
Expected ')', got ','.

The bloody jawbone: I'm not going to provide the error for this one because the jawbone mod itself is pretty stupid in my opinion so I won't be using it...

I know that I cannot convert a Gzdoom mod to Zandronum, but if there is no way to fix this error and make it run on zandronum, I might have to make the Unmaker ZD compatible coding from scratch.

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Re: Gzdoom wads in zandronum

#7

Post by TerminusEst13 » Fri Jul 15, 2016 7:17 pm

That just means the weapons are using features that aren't supported by Zandronum yet. Simple enough to fix, really, just delete the extraneous parameters that it's pointing at.

Aleex1989
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Re: Gzdoom wads in zandronum

#8

Post by Aleex1989 » Fri Jul 15, 2016 7:55 pm

TerminusEst13 wrote:That just means the weapons are using features that aren't supported by Zandronum yet. Simple enough to fix, really, just delete the extraneous parameters that it's pointing at.
You mean on the unmake, for example just delete line 1409?

Hmm...

I'll give it a shot...

UPDATE: deleting just the line did not work. specifically how do I delete the parameter?

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Re: Gzdoom wads in zandronum

#9

Post by TerminusEst13 » Fri Jul 15, 2016 9:00 pm

If you're unfamiliar with Decorate, it may be better to start with something simpler than trying to backport a big mod like Project Brutality--you should get acquainted with what things do and how things work and then try fiddling with a big project like that.

But in short terms, Decorate operates off functions, which are divided into parameters. A sample pushback call in Decorate, for example, would be A_ChangeVelocity(cos(pitch) * -1.5,0,sin(pitch) * 1.5,CVF_Relative), with A_ChangeVelocity being the function and everything in the ( ) and separated by , being the parameters.
By removing parameters, you would be removing the things in the ( ) separated by the , bit by bit. Ergo, removing the last parameter would be A_ChangeVelocity(cos(pitch) * -1.5,0,sin(pitch) * 1.5). Removing another parameter would be A_ChangeVelocity(cos(pitch) * -1.5,0). And etc.

ZDoom has a lot of additional parameters for Decorate functions that Zandronum doesn't have. So the most common error in loading is that Zandronum expects there to be an end ) instead of an extra parameter , which causes it to balk.

Aleex1989
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Re: Gzdoom wads in zandronum

#10

Post by Aleex1989 » Fri Jul 15, 2016 9:27 pm

TerminusEst13 wrote:If you're unfamiliar with Decorate, it may be better to start with something simpler than trying to backport a big mod like Project Brutality--you should get acquainted with what things do and how things work and then try fiddling with a big project like that.

But in short terms, Decorate operates off functions, which are divided into parameters. A sample pushback call in Decorate, for example, would be A_ChangeVelocity(cos(pitch) * -1.5,0,sin(pitch) * 1.5,CVF_Relative), with A_ChangeVelocity being the function and everything in the ( ) and separated by , being the parameters.
By removing parameters, you would be removing the things in the ( ) separated by the , bit by bit. Ergo, removing the last parameter would be A_ChangeVelocity(cos(pitch) * -1.5,0,sin(pitch) * 1.5). Removing another parameter would be A_ChangeVelocity(cos(pitch) * -1.5,0). And etc.

ZDoom has a lot of additional parameters for Decorate functions that Zandronum doesn't have. So the most common error in loading is that Zandronum expects there to be an end ) instead of an extra parameter , which causes it to balk.
The Unmaker is up and operational! Thank you! I will do the same with the Lightning gun now that I know what to do.

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Re: Gzdoom wads in zandronum

#11

Post by ZZYZX » Sat Jul 16, 2016 12:01 am

Obvious notice that by removing stuff you break the original functionality goes here.

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