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TonyH
August 7th, 2000, 06:22 PM
Has anyone else tried the Aug6patch for JDoom? The game keeps crashing with a Z_Malloc error.

Phoebus
August 7th, 2000, 06:58 PM
You'll have to go back to the original model definition file (the one that came with the download), until someone makes one that works, as the changes in the latest version of JDoom makes Danok's last one not work anymore.

Stimpee
August 8th, 2000, 03:57 AM
I just did some quick digging around in the new JDoom and looking where the Z_Malloc error occurs. I also tried the (spin) property and it seems to work.

The problem comes with the fact that the new version doesnt like multiple parameters on one line (or at least it looks that way).

I noticed the error occurs (in Doom2) on the opening level when a trooper dies.

Here is an example:
7 md2/trooperdie.md2 die1
8 : die2
9 : die3
10 : die4
11 : die5

This is the one from Danoks file and it causes a crash due to the fact that the path to the trooperdie model file and the "die1" action are sharing the same line.

By removing it, the game reverted to the sprites when the troopers died. By moving the die1 to the next line, the troopers died with model animation as before:

7 md2/trooperdie.md2
8 : die1
9 : die2
10 : die3
11 : die4
12 : die5

This needs to be done throughout the whole modeldef.txt file.

The other thing I tested was the (spin). Just by adding (spin) underneath, spins the weapon. The Doom2 chainsaw at the beginning is a good example:

* CSAW
0 md2/gsaw.md2 -
(spin)

This will make it spin like in Quake. Depending on how many artifacts/weapons we want to spin we can add (spin). We can now have floating spinning items like Q3 does.

Okay, thats just my 0.02 euros on the matter. Hope this helps. Sometimes 15 mins out of your day can help so if anyone elso wants to add anything to my initial findings, please do!

stimpEE

Stimpee
August 9th, 2000, 05:39 AM
A few things... I remember getting Z_MAlloc errors with quake2 because the config files were too big. This was solved by splitting them up and using the "exec" command to execute the next one. This obviously can't be done with the modeldef.txt file (or can it?)...

The other thing i remember is that in Halflife/Quake to solve this, there was a command line parameter to increase the Zone Memory Allocation (Z_Malloc) using -zone and a number like 512 or 1024.

After poking around on the web I did however find that someone has implemented the zone parameter in a version of Doom. Unfortunately it is A) the Acorn Risc version (as -maxzone) and B) a commercial version licenced from ID software (no source available) http://www.acornarcade.com/features/gamesupport/doom/support/switches.html

Probably the best solution is going to have to be Jarkko to look at the Quake source code for the -zone parameter and try and implement it into the doomsday engine.

The workaround now is to reduce the size of the modeldef and keep your fingers crossed...

still messing...
stimp€€