Brutal Doom on GZDoom

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Yrvyne
Posts: 3
Joined: Fri Mar 11, 2016 20:39

Brutal Doom on GZDoom

Post by Yrvyne »

Hello, this might be required to be posted in a Brutal Doom forum but I started here because this is how I think a forum should be. I am still unfamiliar with ModDB....

So I dragged and dropped the latest Brutal Doom (brutalv20b.pk3) in the latest GZDoom source port (gzdoom-g2.2pre-797-g7134f53) and on selecting any Iwad I get the following scripted error:

Code: Select all

OS: Windows 7 (NT 6.1) Build 7601
    Service Pack 1
M_LoadDefaults: Load system defaults.
Using program directory for storage
W_Init: Init WADfiles.
 adding E:/PortableApps/PortableApps/BrutalDoomPortable/gzdoom.pk3, 610 lumps
 adding ./doom2.wad, 2919 lumps
 adding E:/PortableApps/PortableApps/BrutalDoomPortable/brutalv20b.pk3, 8370 lumps
 adding E:/PortableApps/PortableApps/BrutalDoomPortable/brutalv20b.pk3:e2m8.wad, 11 lumps
 adding E:/PortableApps/PortableApps/BrutalDoomPortable/brutalv20b.pk3:e3m8.wad, 11 lumps
 adding E:/PortableApps/PortableApps/BrutalDoomPortable/brutalv20b.pk3:terrain.wad, 260 lumps
I_Init: Setting up machine state.
CPU Speed: 1497 MHz
CPU Vendor ID: AuthenticAMD
  Name: AMD A6-3420M APU with Radeon(tm) HD Graphics
  Family 18 (18), Model 1, Stepping 0
  Features: MMX MMX+ SSE SSE2 SSE3 3DNow! 3DNow!+
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.44.60
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Attempt to get invalid state See from actor ImpTorso.
Attempt to get invalid state See from actor DeadImp.
Bad hex number: no

Execution could not continue.

Script error, "brutalv20b.pk3:blood.txt" line 610:
Expected ',', got 'l'.
Should I try to report the issue in Brutal Doom or can this be fixed in GZDoom?

Cheers!
_mental_
Developer
Developer
Posts: 259
Joined: Sun Aug 07, 2011 13:36

Re: Brutal Doom on GZDoom

Post by _mental_ »

This needs to be fixed in Brutal Doom. I reported this issue here and the final resolution was quite distinct.
Yrvyne
Posts: 3
Joined: Fri Mar 11, 2016 20:39

Re: Brutal Doom on GZDoom

Post by Yrvyne »

I see. I found the ModDB forum and posted the bug there, too:
http://www.moddb.com/forum/thread/bruta ... -on-gzdoom.
Thanks.
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