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June 6th, 2004, 11:43 AM
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#1 |
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Guest
Posts: n/a
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Hexen crashing on exiting Shadowood? Lookee here...
I've started this thread to let us work this one out without shouting over other similar problems ...
![]() jHexen v. 1.7.15 has a problem with loading map number 10. You'll come across this when you try and exit Shadowood for the first time. At least, quite a few of us have this problem. It will crash to desktop with no error message. The end of the hexen.out file reads: ----------- Map 7 (13): SHADOW WOOD GL_VERT v2.0 ---------- From looking at a faq I found out that this portal leads to level 10. Trying to go there via the "warp" command in the console produces the crash as well - in a nutshell, seems to be a problem with level 10 rather than the portal in Shadowood. NB. This is not the same as the jHexen "save" crash problem. I'm about to try the new 1.7.15-1 and the old 1.14 versions to see if they improve the situation. |
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June 7th, 2004, 01:07 AM
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#2 |
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Guest
Posts: n/a
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This what I found:
1.7.15-1 has same problem. 1.7.14 with latest snapshot worked OK. To quote Ton80 here's the 1.7.14 links.. http://prdownloads.sourceforge.net/...14.exe?download and the .14 last snapshot here ftp://jfiles@server1.thefourwinds.n.../ddsnapshot.rar Right-click and "Save as...." on snapshot link |
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June 7th, 2004, 04:23 AM
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#3 |
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Guest
Posts: n/a
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WORKAROUND... no need to go back to 1.7.14.
After much trial and error, I found the problem lies with the hexen.gwa file that glbsp v.2.05 creates (included in 1.7.15). So, stopping the .gwa file loading lets you play level 10 in 1.7.15. (I dunno how to turn it off in KickStart, I just deleted the file and said "no" to rerunning glbsp the next time. maybe someone can tell me how to just "turn it off" in the settings ).Doomsday 1.7.14 uses glbsp v.200 which works fine. I assume you can use the .gwa file generated by it with 1.7.15, but I havn't tried that. Edit: Had my version numbers the wrong way around
Last edited by Subby; June 7th, 2004 at 10:30 AM. |
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June 7th, 2004, 08:57 AM
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#4 |
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Join Date: Apr 2003
Location: UK
Posts: 4,916
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Interesting. Sounds like a bug in glbsp v.2.05.
Try contacting the author about it. For the moment you can use 1.7.15-1 with the old version of glbsp. |
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June 7th, 2004, 10:59 AM
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#5 |
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Guest
Posts: n/a
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Good idea re: bug report.
I've done that, although the place seemed deserted... hopefully the author's still doing his thing... So is the best way just to copy the old glbsp.exe into the v.1.7.15-1 directory, overwriting the newer version? This won't break anything else will it? Last edited by Subby; June 7th, 2004 at 11:06 AM. |
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June 7th, 2004, 03:47 PM
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#6 |
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Join Date: Apr 2003
Location: UK
Posts: 4,916
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Yeah you should be fine doing that.
It seems like rather an odd bug. Is there anything special in that level that the newer version of glbsp may be taking exception to? |
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June 7th, 2004, 03:53 PM
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#7 |
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Guest
Posts: n/a
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Nothing that I can see... it's pretty similar to the ones around it, perhaps bigger. It is a very convoluted passageway level though. But then I know virtually nothing about level design and glBSP... wouldn't know what to look for.
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June 7th, 2004, 05:19 PM
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#8 |
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Commander Keen
Join Date: May 2001
Location: To your left
Posts: 1,999
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Try remaking the gwa file (with the -fresh parameter too). When Doomsday does it uses fast mode.
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June 8th, 2004, 03:18 AM
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#9 | |
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Commander Keen
Join Date: Sep 2003
Location: USA
Posts: 340
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To Dani:
Vermil and I are having some weird stuff with latest glbsp too with the jWolf TC in progress. Weird texture offsets. Strange tornado looking stuff. See-through sky with HOM effects on colored sector lighting effects. I'm beginning to wonder if v2.05 is the culprit after all. Quote:
I'm not trying to hijack thread since our problems seem related to glbsp. |
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June 8th, 2004, 02:34 PM
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#10 |
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Guest
Posts: n/a
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jWolf TC? Is nothing sacred?
![]() Just kidding . How far along are you?
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June 9th, 2004, 06:39 AM
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#11 |
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Commander Keen
Join Date: Sep 2003
Location: USA
Posts: 340
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You'll have to ask Vermil about that. He could use some help and knows more about everything than I do. I'm just doing the grunt work and enjoying it.
http://forums.newdoom.com/showthread...threadid=11877 I've got to say that it's starting to really look good for non-hi-rez textures and sprites. Anyway back on topic. I think we somehow stumbled onto the cause of our problems. Somehow when our maps .wad gets loaded by the jwolf.ksp, it causes errors but when manually loading as a pwad and not by the .ksp, no errors! That is screwy and it's repeatable. Oh well. Back to work. Last edited by Ton80; June 9th, 2004 at 06:48 AM. |
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January 24th, 2006, 09:31 PM
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#12 |
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Join Date: Oct 2005
Location: Unknown
Posts: 1,330
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EDIT: I fixed the problem somehow or other. Sorry for bumping this up.
![]() Well, back to Hexen 1.1 without terrible Gibbet bug, missing after-episode text, MAP10 crash and such. Minature heaven. ![]() I was using jHexen 1.8.6 and GLBSP 2.20. My solution was to build the GL and Normal nodes for Hexen 1.1 at splitfactor 4. Then building the GWA with same parameters. Last edited by g6672D; January 24th, 2006 at 09:56 PM. |
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