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Doom007
July 1st, 2004, 02:19 PM
Okay. I followed the instructions i've read, and have successfully combined the Retres.wad file with my 4 level PWAD. I have access to the textures and they're great looking. One small problem tho, if I try to run the PWAD, I get this error message, R_Init Textures: Missing Patch in Texture AADUMMY1@. That file is one of the textures in the Retres.wad file. But, if i'm making my map and I go into 3D mode, and I want to use that texture, the texture would be there, but, for some reason I can't run the map. And, it wouldn't matter if I merged that wad file or not, I still get the error. Also, when I first open the 4 level wad file I have, and I select Additional files or whatever it says, I direct that section to the Retres.wad file. When it all opens, I get this huge list, and I'm assuming the list is all the texures from the Retres.wad file.

WARNING: Could not find the required lump for the patch BODIES

That is just 1 of the textures listed. The error is the same for the other 100 or how many textures there are in the wad file. So if anyone knows what's goin on, or has suggestions, I'll be here.

Mystic
July 1st, 2004, 04:34 PM
Ive had that same problem with one of my own texture wads, I ended up using wintex to save all the textures, flats etc to a folder then made a new wad with them (using deepsea for speed, it does them all at once, not one at a time)

I think the problem was caused by me using wintex to edit a texture wad made in deepsea, Im sure it messed something up

Doom007
July 2nd, 2004, 12:46 AM
I think the problem was caused by me using wintex to edit a texture wad made in deepsea, Im sure it messed something up

Funny you should mention Wintex cause i've used that program to merge all my maps together and merged the retres.wad also. And actually, i've been thinking about this lately too, maybe when I was using Edmap to make levels, it was conflicting with Legacy, prolly because Edmap is so old it probably doesn't build the map the right way? But, even without using Wintex i've still gotten that error. Anyone know of a way to fix this or, where I can get other resource wads? I did download the Retresfix.wad file, but that didnt help.

Doom007
July 2nd, 2004, 02:06 AM
Well, I just made a whole brand new map in Doom Builder. Used the Retres.wad file for extra textures, and still I got that R_Init Textures: Missing Patch in Texture AADUMMY1@ error. All the texures are there. And i've got Boom, Doom and Legacy. I've tried all 3 engines, none of them will work. Either the Retres.wad file is screwed, or I missed something. I've got all the files needed in the Doom directory also. Even the engine executables.

Frades
July 2nd, 2004, 02:27 AM
Can you upload the thing somewhere so we could take a look at it?
Also, you said "All the texures are there.", but the error message complained about missing PATCH in a texture.

deepteam
July 2nd, 2004, 08:43 AM
AADUMMY1 uses the patch names BODIES. Make sure that it actually still says that and that BODIES is in the PWAD.

Doom007
July 2nd, 2004, 07:44 PM
AADUMMY1 uses the patch names BODIES. Make sure that it actually still says that and that BODIES is in the PWAD.

Since I have the Retres.wad file merged with my maps, I can view some items in the Retres.wad file. I'm using XWE for this. If I click on Show Only, and go to Textures, it shows a small list of the texture names, and then there is another field beside it that says, Patch. For AADUMMY1, the patch is AADUMMY1. But I briefly looked through the patch names, and the textures, and I don't recall seeing BODIES. Btw, how do I upload my map for ya's to see?

deepteam
July 3rd, 2004, 09:08 AM
If that's so, then AADUMMY1 is messed up - caused by WINTEX.

If all you are doing is merging PWADs + the RESTRES.WAD then use DeePsea (www.sbsoftware.com), since that can combine multiple TEXTUREx/PNAMES, PWADS, files, etc and verifies that everything exists.

Press F7 and select IMPORT/MERGE, then just add the PWADS to the right column and select a target on the left. The target can be an existing PWAD, but in this case, just make a new name so you end up with a new PWAD file and you can compare easier.

Just rename any duplicate levels on the right side before you save though :)
You can also see the TEXTURE/PNAME relationship in F7 - TEXTUREx Name Edit. Similar in some ways to how Wintex displays this information. Plus, there's a button that will check your PWAD and tell you ahead of time if any texture names or patches have mistakes. This particular texture resource has some mistakes, but you can ignore them since it depends on how they are used.

ReX
July 3rd, 2004, 03:03 PM
Btw, how do I upload my map for ya's to see? If you have a web site you can use it to link to your map, and post the URL on this and other DooM forums. If you don't have a web site, upload your zipped map and text file to the 3DGamer's DooM Archive (ftp://archives.3dgamers.com/pub/idgames/incoming/). Depending on your OS you might need an ftp client.

Doom007
July 3rd, 2004, 03:40 PM
If that's so, then AADUMMY1 is messed up - caused by WINTEX.

If all you are doing is merging PWADs + the RESTRES.WAD then use DeePsea (www.sbsoftware.com), since that can combine multiple TEXTUREx/PNAMES, PWADS, files, etc and verifies that everything exists.

I seen the patch name, BODIES, but I think for some reason the Retres.wad file its self is screwed somehow. I re-downloaded the zip file, and I still have the same problem. And now, I ran into another problem, and I don't know what is wrong here. I'm not using the Retres.wad right now, I'm using Tnt.wad file for extra textures, and the port I want to run it in is Legacy. Whenever I go to Test Map, in Doom Builder, I get this error, W_GetNumForName: EAML not found!

Doom007
July 3rd, 2004, 04:33 PM
Deepteam, I installed DeePsea, and I am still getting the same error as I did before with Doom Builder, R_Init Textures: Missing Patch in Texture AADUMMY1@. I remember you mentioning a button that will verify everything is correct, where is it?

Frades
July 4th, 2004, 01:01 AM
Can you upload the thing somewhere so we could take a look at it?

deepteam
July 4th, 2004, 08:52 AM
Deepteam, I installed DeePsea, and I am still getting the same error as I did before with Doom Builder, R_Init Textures: Missing Patch in Texture AADUMMY1@. I remember you mentioning a button that will verify everything is correct, where is it?
In F7 - TEXTUREx Name exit, there's a button called

Verify Text - this verifies textures
Verify Patch - this verifies patches

You need to load (open) your combined PWAD in DeePsea before you do this of course. (and be sure to close all files to make sure you are starting with nothing else loaded).

Btw, did you really mean to type AADUMMY@ (including the @ sign), but I think you meant AADUMMY1? There should be no AADUMMY@ in RETRES.WAD- unless something you are importing has the AADUMMY@ texture defined? All the textures and patches you imported were noted in the report produced when you merged the PWADS with DeePsea. This report can be saved with NOTEPAD for reference.

FYI: The original RETRES PWAD left the patchname BODIES intact (same as AASHITTTY).

Doom007
July 4th, 2004, 10:11 AM
Can you upload the thing somewhere so we could take a look at it?

Just go to this website and download the Retres.wad file for yourself. It's not my map that is having the problem. I think this resource wad file is screwed up somehow.

http://www.newdoom.com/hosted/dlw/Utilities.shtml

I'll try and do what you said DeepTeam and see what results I get. Thanks for the info. :)

Doom007
July 4th, 2004, 10:16 AM
Well, when I clicked on Verify Text, I got this message,

** Checking 1357 PNAMES to the all WADS loaded **

** Use EXPORT tool to check ALL graphics **

Total Palette Pixels not used by any TEXTURE graphic = 1
208,

All Texture lumps found

== Checking 1434 Textures ==

3COMHINT 128x128 (1 patches) not completely covered at 0
3CYBWARN 128x128 (1 patches) not completely covered at 8192
3NWARN 128x16 (1 patches) not completely covered at 1792
3PIPE1 32x128 (1 patches) not completely covered at 1216
3PIPE2 32x128 (1 patches) not completely covered at 1216
3PIPE3 64x128 (1 patches) not completely covered at 4352
3PIPE4 32x128 (1 patches) not completely covered at 1088
3PIPE5 64x128 (1 patches) not completely covered at 4864
3PIPE6 32x128 (1 patches) not completely covered at 832
3PIPE7 64x128 (1 patches) not completely covered at 4864
3PIPE8 64x128 (1 patches) not completely covered at 4352
3PIPE9 64x128 (1 patches) not completely covered at 3328
3PIPES 32x128 (1 patches) not completely covered at 1088
3SWISH9J 64x128 (3 patches) not completely covered at 6144
BARSDN 64x64 (1 patches) not completely covered at 0
BARSUP 64x64 (1 patches) not completely covered at 0
BSEQ 256x16 (1 patches) not completely covered at 0
CLOSWAY 64x128 (1 patches) not completely covered at 0
DONTFORG 64x128 (1 patches) not completely covered at 0
FASTWAY 64x128 (1 patches) not completely covered at 0
FIREMSG 128x128 (1 patches) not completely covered at 0
HARDWAY 64x128 (1 patches) not completely covered at 0
MUSTALT 256x64 (1 patches) not completely covered at 8192
PLAT2BAR 64x64 (1 patches) not completely covered at 0
SAVED 64x64 (1 patches) not completely covered at 0
SCENWAY 64x128 (1 patches) not completely covered at 0
STATID 1024x32 (1 patches) not completely covered at 0
SW1HOTA 128x108 (2 patches) not completely covered at 13312
SW2HOTA 128x108 (2 patches) not completely covered at 13312
WASTEREC 256x128 (1 patches) not completely covered at 0

*** 30 Textures not completely covered by patches ***

== Checking 1434 Textures for duplicates ==

There are no duplicate TEXTURE names

== Checking 1357 PNAMES for duplicates ==

There are no duplicate PNAMES names

But the Verify Patch seemed to be okay.

Frades
July 4th, 2004, 10:17 AM
If it's from dlw, then i'm not surprised...

Doom007
July 4th, 2004, 10:19 AM
If it's from dlw, then i'm not surprised...

Do they screw stuff up? Oh well. Anyone know of a few resource wads that do work that I can use for doom legacy?

Mystic
July 4th, 2004, 02:45 PM
I have the same problem with that retres.wad, I gave up trying to use the wads that need it.

deepteam
July 5th, 2004, 09:23 AM
You have another PWAD with textures when you merged since RETRES PWAD does not generate the list shown above. Should have 1435 textures.

RETRES works fine - just tested with LEGACY since it's from TNT :)

What other PWAD(s) have TEXTURE1 and PNAMES stuff? Just look for TEXTURE1 and PNAMES in each one. The merge log from DeePsea also would have told you.

Maybe you used AADUMMY1 as a texture? You can't use the first texture in the list.

Here the basic list I get - notice that the order is different

3NWARN 128x16 (1 patches) not completely covered at 1792
3PIPE1 32x128 (1 patches) not completely covered at 1216
3PIPE2 32x128 (1 patches) not completely covered at 1216
3PIPE3 64x128 (1 patches) not completely covered at 4352
3PIPE4 32x128 (1 patches) not completely covered at 1088
3PIPE5 64x128 (1 patches) not completely covered at 4864
3PIPE6 32x128 (1 patches) not completely covered at 832
3PIPE7 64x128 (1 patches) not completely covered at 4864
3PIPE8 64x128 (1 patches) not completely covered at 4352
3PIPE9 64x128 (1 patches) not completely covered at 3328
3PIPES 32x128 (1 patches) not completely covered at 1088
3SWISH9J 64x128 (3 patches) not completely covered at 6144
SW1HOTA 128x108 (2 patches) not completely covered at 13312
SW2HOTA 128x108 (2 patches) not completely covered at 13312
STATID 1024x32 (1 patches) not completely covered at 0
FIREMSG 128x128 (1 patches) not completely covered at 0
DONTFORG 64x128 (1 patches) not completely covered at 0
HARDWAY 64x128 (1 patches) not completely covered at 0
CLOSWAY 64x128 (1 patches) not completely covered at 0
FASTWAY 64x128 (1 patches) not completely covered at 0
SCENWAY 64x128 (1 patches) not completely covered at 0
MUSTALT 256x64 (1 patches) not completely covered at 8192
WASTEREC 256x128 (1 patches) not completely covered at 0
BARSUP 64x64 (1 patches) not completely covered at 0
BARSDN 64x64 (1 patches) not completely covered at 0
PLAT2BAR 64x64 (1 patches) not completely covered at 0
BSEQ 256x16 (1 patches) not completely covered at 0
SAVED 64x64 (1 patches) not completely covered at 0
3COMHINT 128x128 (1 patches) not completely covered at 0
3CYBWARN 128x128 (1 patches) not completely covered at 8192

Doom007
July 5th, 2004, 06:31 PM
You have another PWAD with textures when you merged since RETRES PWAD does not generate the list shown above. Should have 1435 textures. RETRES works fine - just tested with LEGACY since it's from TNT :)

The only thing I did was merged Retres.wad into one of my PWADS i've made. But that error does say R_Init Texture: AADUMMY@. I'm not all that bright anymore, *crazy* so here's my dillema. I've got a PWAD that is using DOOM, for Doom Builder, and the extra textures to use I have selected as Retres.wad. Then, I merged the PWAD I made with Retres.wad. But I think that even if I used DOOM as the main IWAD, the Retres.wad as the extra textures, but didn't merge the WAD file into my PWAD, I would still get the error.

Maybe you used AADUMMY1 as a texture? You can't use the first texture in the list.

I don't quite understand what you mean. When I use Doom Builder, I apply all my textures while I'm in 3D mode. And I don't recall seeing a texture named AADUMMY1.

deepteam
July 6th, 2004, 10:14 AM
There is no texture called AADUMMY@ in RETRES.wad. You said AADUMMY1@ in your first post here - which does exist (minuss the @), but you can't use that name as a texture.

The @ is either something printed by legacy on purpose or it's just that they print the directory directly and since there's no terminator, picked up the @ by accident - most likely.

Please note that you can't be using the RETRES.WAD since your list does not match mine (unless you rearranged it?). And the link goes to TNT, not Jive's place. Meaning you have the same RETRES file I do, however, something else you are doing is causing some changes.

You need to examine your own PWAD to see what is in there or else post a link or email it to me (zipped) so I or somebody can look at it. It's not hard to figure out, just a matter of experience - so don't be discouraged yet :)

Doom007
July 6th, 2004, 06:53 PM
Please note that you can't be using the RETRES.WAD since your list does not match mine (unless you rearranged it?). And the link goes to TNT, not Jive's place. Meaning you have the same RETRES file I do, however, something else you are doing is causing some changes.

I know when I got the RETRES.WAD file, I got it from DLW. But I didn't rearrange it. Like I said, all I do is go into Doom Builder, select the PWAD I've already made, then I select the extra textures, and I choose RETRES.WAD. I try to run the PWAD, and that error comes up.

You need to examine your own PWAD to see what is in there or else post a link or email it to me (zipped) so I or somebody can look at it. It's not hard to figure out, just a matter of experience - so don't be discouraged yet :)

I'd e-mail it to you if I could, but I can't post attachments. So if you have another e-mail I will send it along.

deepteam
July 6th, 2004, 08:45 PM
Send it to *donotspam*deep@sbsoftware.com (remove the *...* stuff).

Mystic
July 7th, 2004, 02:04 PM
you could always send the file on messenger.

Doom007
July 7th, 2004, 06:41 PM
you could always send the file on messenger.

You mean like Yahoo messanger? I sent a file to Deepteam. So hopefully we'll make some kind of progress here.

If anyone else would like to help me out or anything, lemme know and i'll send you a copy. Heh, the sooner I figure out what is going on here the better.

Mystic
July 7th, 2004, 08:24 PM
if its fixable Im sure deepteam will do it.

deepteam
July 8th, 2004, 07:55 AM
Nothing here? Make sure you delete the *donotspam* and leave the rest as is.

Darkhaven3
July 8th, 2004, 12:21 PM
USE ZDOOM 2.0.63, PEOPLE. The missing patches will show up in the console, you can still play your map, and the uncovered walls will just be drawn in black so you can check out exactly what texture(s) is/are messed up.

Doom007
July 10th, 2004, 12:10 AM
Well, I'm still waiting for a response from Deepteam, but for some reason, one of the files to run Edmap has just vanished, I downloaded it from the net, and now it doesn't even work. I need to take 2 vertices off of a line, but I can't seem to do it in Doom Builder. Edmap, just move the mouse over a vertex, click insert and it actually takes the vertex off the other one, saving you time and possibly a lost sector. But if I delete one part of the line, its connecting to the other line, <sigh>. It's just giving me hell and I need to find someway to figure this out.

-----------+-------------------+----------
-
- where these 2 pluses are,
- these are the ones I need to remove
- off of this line.
-
-
---------+
-
-
-
-
-
-

deepteam
July 10th, 2004, 12:40 AM
I never received the file. I think you may have put the email address in incorrectly. See note above to remove the *donotspam* in the address I put in the post.

You can't remove a vertex without deleting at least 1 line. That's because a line always has 2 vertexes. So if you only have 1, what you end up with is 1 vertex, which can't be a linedef.

Mystic
July 10th, 2004, 08:58 AM
you can drag the vertice onto another one, that gets rid of it.

deepteam
July 10th, 2004, 01:05 PM
Now that I reread his post some more, he must have more than 1 line connecting to the vertex he's deleting, otherwise all that happens is a "merge". Since he's he sees lines being deleted, it's multiple lines at the vertex he's deleting.

So if he has more than 1 line using the same vertex then dragging it over actually deletes 1 line (the one that was made 0 length) and the other vertex is deleted. Works the same in DeePsea and DB.

Doom007
July 10th, 2004, 03:13 PM
Maybe I explained it wrong. You know when you have a line that has 2 vertices on it, and you have another line that has 2 vertices on it? If you drag one line to the other, so the vertices match up, both sectors are joined together. I need to brake that join. Deepteam, I sent you the file to the address you gave me with out the *donotspam* in it. I think the file I'm trying to send you may be too big. It's 10MB in size, but I think that's because I merged the retres.wad file. Oh, and that game I was talking about that I'm basing my maps off of, Stygian Abyss, it DOES exist. It's an Ultima game. I never played it before but I'm gonna try and find it.

deepteam
July 10th, 2004, 11:54 PM
Did you zip it? And yes, if it's over 10MB it won't make it.
=====================
Once 2 lines are joined, you can't automatically undo it. But it's not that hard to redo. Just draw the line(s) back in. Do a split sector 2x and then delete the little sections and delete the 2nd sidedef of the the lines your recreated.

PS: I'll be gone 10 days from this Sunday catching some sea and sun. So I can't respond till then.

Doom007
July 11th, 2004, 08:25 AM
Once 2 lines are joined, you can't automatically undo it.

Well, as I had said, in Edmap you can. All ya do is move the mouse pointer over a vertex, hit insert, and it actually takes the vertex off the line. The program Edmap got screwed cause one of the files required to run it disappeared, and I downloaded it from the net, now the damn thing doesn't run. BUT, I think I have a backup cd somewhere with all this hard drive stuff on it, so hopefully I still do and i'll have this problem solved. I'll zip the wad file and see if it doesn't help.

The Undertaker
July 12th, 2004, 10:18 AM
I'll be gone 10 days from this Sunday catching some sea and sun
You gonna be driving the S.S. Sea++?

Doom007
July 14th, 2004, 05:20 PM
This might seem interesting. I bought the Doom Collector's edition bout a month ago, and I copied the tnt.wad file into my doom directory where all the original doom stuff I keep is, and I tried using that as a resource wad. It didn't work either. And I made no modifications to the tnt.wad file at all. I hope Deepteam gets back and can help me figure this retres.wad problem out.

Mystic
July 14th, 2004, 10:38 PM
load the map into DETH. click on the offending line, press F8 and 6, that deletes the line and joins the sectors into one.

then press f3 to 'save as' (just in case) and give it a name.wad (remember the .wad) and tell it what map number when it asks then press q to quit

Doom007
July 24th, 2004, 07:46 PM
Hey deepteam, I also remembered that there were 2 wad files I had seen on the same site where Retres.wad is. And the required port for those 2 wad files needed was Boom. Don't know if that makes a different or not, cause i've been trying to use Doom or Doom Legacy to make wads with that retres.wad file.

Jive
August 6th, 2004, 12:22 AM
If it's from dlw, then i'm not surprised...
WHAT DO YOU MEAN ?!?
*burn*
The link used for this stuff at DLW is
http://www.teamtnt.com/return/retres.htm
My fix for the bugged texture is external:
ftp://ftp.doom.odessa.ua/retres_fix.zip
NOTHING BAD WAS MADE TO THE ORIGINAL PWAD *mad*
*bug*

Doom007
August 7th, 2004, 07:30 PM
WHAT DO YOU MEAN ?!?
*burn*
The link used for this stuff at DLW is
http://www.teamtnt.com/return/retres.htm
My fix for the bugged texture is external:
ftp://ftp.doom.odessa.ua/retres_fix.zip
NOTHING BAD WAS MADE TO THE ORIGINAL PWAD *mad*
*bug*

I downloaded both the Retres.wad file and the Retres_fix.zip file, neither of them worked. Jive, can I make a map and use Retres.wad as the resource file? If I can, then read some of my earlier posts in this thread. I have run into numerous errors about missing lumps and other mishaps with this file.

Jive
August 8th, 2004, 03:06 AM
RetRes IS NOT an Iwad, but an addon!!!
"RetRes" means: "Return Resource" file...
It's the addon used for the megawad of the "Return" Series.
In short: Doom2.wad will be your Iwad, and RetRes will be the addon
Of course, if you use it as iwad, the textures which are within Doom2.wad will be missing!

Here is an example of Pwad using RetRes as addon (http://www.newdoom.com/hosted/dlw/Best_of_1.shtml#ds) *book*