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Models seem to work fine for me (I only tested a player model). Are you sure you have gl_use_models set to 1? |
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Works fine here, I Suppose the mod you're trying to load is replacing the models with it's own sprites or simply does not work with models . |
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correction: the problem is with weapon models. monster and player models work fine. |
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and i am loading ONLY DSmodels in screenshot. |
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it freezes when i load ds models with models turned on |
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With ST-Models-Complete.pk3 I can reproduce the problem with the HUD models. Needs skulltag_actors.pk3 and skulltag_data_126.pk3 loaded. Can somebody check when this broke? |
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It's broken and crashes in the first official 3.0 alpha build (150819-2351) for me.
Execution could not continue.
Script error, "st-models-complete.pk3:modeldef.skulltag.itmes.def" line 17:
MODELDEF: Unknown actor type 'RegenerationRune'
I have some builds earlier than that (150517-2229 and 150718-1852), where it's partially broken: The chaingun, minigun and BFG10K models appear out of all the weapon models.
zandronum -iwad doom2.wad -file skulltag_actors_1-1-1.pk3 skulltag_data_126.pk3 st-models-complete.pk3 +vid_renderer 1 +gl_use_models 1 +map map01 |
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a guy on the tspg irc, where i had first reported this problem, said he had written some bad MODELDEF code. |
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Quote from unknownna
zandronum -iwad doom2.wad -file skulltag_actors_1-1-1.pk3 skulltag_data_126.pk3 st-models-complete.pk3 +vid_renderer 1 +gl_use_models 1 +map map01
The newer 3.0 versions are not compatible with old versions of skulltag_actors. In general, any Zandronum build should only be used with the version of skulltag_actors.pk3 it is bundled with.
Quote from WaTaKiD
this is the one:'https://bitbucket.org/Torr_Samaho/zandronum/commits/39019a620b136427f460b60b220b2223235abf0e [^]'
Hmm, if I compile that revision, I can't even start Zandronum with skulltag_actors.pk3, skulltag_data_126.pk3 and ST-Models-Complete.pk3 loaded.
Can somebody condense ST-Models-Complete.pk3 to a minimal example wad? It should be sufficient if the example contains a single non-working HUD model for a standard Doom weapon and nothing else. This way we can also test it in GZDoom 1.8.6. |
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iirc there was a change to zan + skulltag_actors (plans to drop it and let hypnotoad take care of it with skulltag_content, i believe) at some point, so i used skulltag_actors that comes with zan with some newer builds, but much older ones (such as with the commit i linked here) i instead used skulltag_actors_1-1-1 |
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why is qstuff working though? it uses models too. |
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(0015989)
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unknownna
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2016-10-14 14:31
(edited on: 2016-10-14 14:32) |
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I stripped down ST-Models-Complete.pk3 to the pistol. From what I can tell it seems to be a GZDoom issue. Even loading HUDmodelbug.zip in GZDoom 2.2.0 crashes it when loading a map.
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I had a look at the example wad and noticed that it uses the property "zoffset". IIRC that's a Skulltag/Zandronum only property. I added it before GZDoom added the "offset" property. That's most likely why GZDoom can't use the file. |
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I think I know what's happening. The MODELDEF code in the example file uses invisible non-ASCII characters. If you delete those, the wad is working fine again.
ZDoom's parser got more strict and doesn't accept those anymore. So, technically, this is a bug of the wad. Old ZDoom versions just didn't notice it. |
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Since this is an error of the mod noticed by the stricter ZDoom parser in 3.0, I'm closing this. ZDoom apparently decided to break compatibility with mods affected by these syntax errors, so 3.0 is behaving as intended. |
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