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Old July 1st, 2004, 02:19 PM   #1
Doom007
 
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Please help. Error with Retres.wad

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.
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Old July 1st, 2004, 04:34 PM   #2
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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
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Old July 2nd, 2004, 12:46 AM   #3
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Quote:
Originally Posted by Mystic
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.
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Old July 2nd, 2004, 02:06 AM   #4
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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.
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Old July 2nd, 2004, 02:27 AM   #5
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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.
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Old July 2nd, 2004, 08:43 AM   #6
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AADUMMY1 uses the patch names BODIES. Make sure that it actually still says that and that BODIES is in the PWAD.
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Old July 2nd, 2004, 07:44 PM   #7
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Quote:
Originally Posted by deepteam
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?

Last edited by Doom007; July 2nd, 2004 at 07:51 PM.
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Old July 3rd, 2004, 09:08 AM   #8
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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.
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Old July 3rd, 2004, 03:03 PM   #9
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Quote:
Originally Posted by Doom007
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. Depending on your OS you might need an ftp client.
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Old July 3rd, 2004, 03:40 PM   #10
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Quote:
Originally Posted by deepteam
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!
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Old July 3rd, 2004, 04:33 PM   #11
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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?
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Old July 4th, 2004, 01:01 AM   #12
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Quote:
Originally Posted by Frades
Can you upload the thing somewhere so we could take a look at it?
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Old July 4th, 2004, 08:52 AM   #13
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Quote:
Originally Posted by Doom007
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).

Last edited by deepteam; July 4th, 2004 at 09:00 AM.
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Old July 4th, 2004, 10:11 AM   #14
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Quote:
Originally Posted by Frades
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.

Last edited by Doom007; July 4th, 2004 at 10:25 AM.
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Old July 4th, 2004, 10:16 AM   #15
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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.
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Old July 4th, 2004, 10:17 AM   #16
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If it's from dlw, then i'm not surprised...
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Old July 4th, 2004, 10:19 AM   #17
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Quote:
Originally Posted by Frades
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?

Last edited by Doom007; July 4th, 2004 at 10:26 AM.
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Old July 4th, 2004, 02:45 PM   #18
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I have the same problem with that retres.wad, I gave up trying to use the wads that need it.
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Old July 5th, 2004, 09:23 AM   #19
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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


Last edited by deepteam; July 5th, 2004 at 09:31 AM.
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Old July 5th, 2004, 06:31 PM   #20
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Quote:
Originally Posted by deepteam
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, 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.

Quote:
Originally Posted by deepteam
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.
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