Minor problem: markers misidentified inside some namespaces

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Enjay
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Minor problem: markers misidentified inside some namespaces

Post by Enjay »

This may be intentional, but it didn't used to be a problem, so here goes...

I have a few WADs where I have used 0 length markers (like S_START etc) to identify sections to make organising my WADs easier for me. eg in a WAD where I have a bunch of Heretic and Hexen sprites added, inside the S_START and S_END markers, I have used HR_START and HR_END and HX_START and HX_END in a similar way to how id used the P1_, P2_ and F1_ etc markers. However, I now notice that my markers flag up error messages if they are used inside the S_ or TX_ markers whereas they didn't before:

Code: Select all

R_Init: Init Doom refresh subsystem.
Invalid data encountered for texture HR_START
Invalid data encountered for texture HR_END
Invalid data encountered for texture HX_START
Invalid data encountered for texture HX_END
Invalid data encountered for texture EX_START
Invalid data encountered for texture EX_END
Invalid data encountered for texture N_START
Invalid data encountered for texture N_END
Invalid data encountered for texture SB_START
Invalid data encountered for texture SB_END
DecalLibrary: Load decals.
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Graf Zahl
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Post by Graf Zahl »

Any non-graphic within S_START/END and TX_START/END will give you this error. This is by design.
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Post by Nash »

If you insist on having those markers within the sprite namespace, what you can do is import dummy graphics (like a 2x2 transparent block maybe) and rename them into your desired marker names.
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Post by Enjay »

I guess that would work, but it's probably not worth it. I just like the markers there so that I can keep things in order or find resources etc nice and quickly. It's purely from a personal organisation POV that I do it and I can live without the sections being explicitly labelled and still keep things in order anyway.
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Post by Graf Zahl »

If you need order, use Zips, not WADs.
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Post by Enjay »

I have quite a few personal IWADs and I believe they can't work as zips.
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Post by Graf Zahl »

Why IWADs?
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Post by Enjay »

Nowadays, no real reason I guess. Back in the day I used to make my own "Doom custom installs" with a hacked exe and a stand-alone modified IWAD. It kind of made me feel like I was making my own games :roll:. Plus, a lot of the very old command line tools worked best on IWADs anyway.

I suppose it's just a hangover from those old mods of mine. It's still a nice feeling to load up your own mod and know it's the only thing loaded and, as far as the mod is concerned, no data is coming from DOOM2.WAD, even if some of the resources may have originally been in there.

Yeah, I know, I know, illogical. But this whole thread is a result of my quirky way of working anyway. ;)
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