• Register
Forum Thread
  Posts  
Brutal Doom Bug on GZDoom (Forums : Support : Brutal Doom Bug on GZDoom) Locked
Thread Options 1 2
Mar 12 2016 Anchor

On dragging BD20b on GZDoom (to date latest is gzdoom-g2.2pre-797-g7134f53 - March, 2016), I get the below script error:

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'.

Both GZDoom and ZDoom threads point to a code bug in BD as listed here:
GZDoom Thread
ZDoom Thread


Mar 24 2016 Anchor

I have this problem too and it sucks :(

Mar 25 2016 Anchor

Had the same problem. Try the 64-bit release.

Forum.drdteam.org

Mar 31 2016 Anchor

Yes, VonZippenstein, using the 64-bit release gets the job done.

I was experimenting with the latest test-release and could not get Brutal Doom to work, which is what prompted me to start this thread.

Jun 24 2016 Anchor

Use the old values from v19. Open up brutalv20b.pk3 in something like 7zip or Winrar. Open blood.txt.

Find this area of code:

{
Spawn:
BPDL A 1
TNT1 A 0 A_SpawnItem ("DripingBloodLeavesSmallPool")
TNT1 A 0 A_SpawnItem ("CeilBloodTinyBloodSpawner")
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAA 1 A_FadeOut(0.l)
stop
}
}
actor CeilBloodSpotLarge: CeilBloodSpot
{
states
{
Spawn:
Goto Crash
Death:
Crash:
BPDL A 1
TNT1 A 0 A_SpawnItem ("DripingBloodLeavesSmallPool")
TNT1 A 0 A_SpawnItem ("CeilBloodLargeBloodSpawner")
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAA 1 A_FadeOut(0.l)
stop
Splash:
BLOD A 0
stop
}
}



And change it to

{
Spawn:
BPDL A 1
TNT1 A 0 A_SpawnItem ("DripingBloodLeavesSmallPool")
TNT1 A 0 A_SpawnItem ("CeilBloodTinyBloodSpawner")
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAA 1 A_FadeOut(0.01)
stop
}
}
actor CeilBloodSpotLarge: CeilBloodSpot
{
states
{
Spawn:
Goto Crash
Death:
Crash:
BPDL A 1
TNT1 A 0 A_SpawnItem ("DripingBloodLeavesSmallPool")
TNT1 A 0 A_SpawnItem ("CeilBloodLargeBloodSpawner")
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
BPDL AAAAAAAAA 1 A_FadeOut(0.03)
stop
Splash:
BLOD A 0
stop
}
}

Now you can continue using the developer builds until something else goes wrong. ;)

Jun 29 2016 Anchor

It worked!

Cheers!

Didn't know that .pk3 = .zip

Jul 9 2016 Anchor

Sure thing! I'm glad that worked for you. :) I figured the old values from v19 would probably be close enough to give you the same visual experience.

If you care to know, the issue was caused by the old parser accepting different floating point values. You can read about the change here: Zdoom.org

Jul 30 2016 Anchor

It changed nothing.

Jul 30 2016 Anchor

Why the fuck do we have to do this? Mark, I love Brutal Doom and can't wait for Brutal Doom 64, but this is pathetic.
Fix your mod and re-upload it.

Edited by: Linus.Hyper

Sep 24 2016 Anchor

It works perfectly

Oct 2 2016 Anchor
shanestrife wrote:


BPDL AAAAAAAAA 1 A_FadeOut(0.l)


Looking at the lines that needed to be changed, it seems that an l was typed instead of a 1. The highlighting by ModDB showed it clearly. Classic mistake! Changing the values to 0.1 (probably as they were intended) fixed it for me, no need to use the old values.

Edited by: AlexNitro44

Oct 3 2016 Anchor

Actually, l is used to signify a long double, which the support for was removed (http://zdoom.org/Changelog/aec6aff7a82cb78f98f0c531dfe45b99161f5679/files). I recommended the old values because I don't think .1 is how the mod was intended to display the blood drips, but you're correct in that it will make the mod work if you replace l with any number.

I also quoted the whole section so it could be a simple copy and replace instead of having to look for the specific line where it's at, but either method works. :)

Nov 14 2016 Anchor

I'm struggling to get the above fix to work on the OSX version of GZDoom / Brutal Doom. Could anyone upload a fixed copy of the .pk3 file somewhere please?

Nov 22 2016 Anchor

thx for the tip :D

Dec 9 2016 Anchor
K_2000 wrote:

I'm struggling to get the above fix to work on the OSX version of GZDoom / Brutal Doom. Could anyone upload a fixed copy of the .pk3 file somewhere please?


Only because I'm nice: Gam.thewaitingroom.org

Edited by: shanestrife

Jan 19 2017 Anchor

thx, works for me. but i really had to copy/paste the complete code - only changing the "l" to "1" or "3" gave me the line 610 error again! uh, and the downloaded pk3 from your link above was not fixed, at least by my side!

Feb 4 2017 Anchor

honestly, screw it. I shouldn't have to edit damn code. I'll just play project brutality since I heard the bug isn't in there.

Feb 28 2017 Anchor
fenrisef1484856395 wrote:

thx, works for me. but i really had to copy/paste the complete code - only changing the "l" to "1" or "3" gave me the line 610 error again! uh, and the downloaded pk3 from your link above was not fixed, at least by my side!

That was my bad. Give it a try again, if you wouldn't mind.

Chrysaliarus wrote:

honestly, screw it. I shouldn't have to edit damn code. I'll just play project brutality since I heard the bug isn't in there.

Meaning no offence, if you are using a devbuild of GZDoom, it shouldn't be expected that everything will work perfectly. Nor should it be expected of mod authors to fully support devbuilds when they're making mods for stable versions.

Edited by: shanestrife

Feb 28 2017 Anchor

shanestrife

The following error may be related and since you solved my issue the first time, I thought of asking again for some workaround.

On adding: ketchupV5_nogibs_splattersonly.pk3 I get the below error:

Any thoughts? And thank you!

Execution could not continue.

Script error, "ketchupV5_nogibs_splattersonly.pk3:decorate.blood.txt" line 545:
Expected ',', got 'l'.

Edited by: Yrvyne

Mar 1 2017 Anchor
Yrvyne wrote:

shanestrife

The following error may be related and since you solved my issue the first time, I thought of asking again for some workaround.

On adding: ketchupV5_nogibs_splattersonly.pk3 I get the below error:

Any thoughts? And thank you!

Execution could not continue.

Script error, "ketchupV5_nogibs_splattersonly.pk3:decorate.blood.txt" line 545:
Expected ',', got 'l'.

For sure! It's the same issue of using a long double which is no longer supported. But I've got you covered.

KetchupV5
KetchupV5 (No Gibs, Splatters Only)

Once again, using the old values of previous Brutal Doom versions. I checked both PK3s to make sure the latest GZDoom devbuild launched.

Mar 1 2017 Anchor

Worked like a charm! You're fabulous, girl! Thank you :)

Mar 1 2017 Anchor
Yrvyne wrote:

Worked like a charm! You're fabulous, girl! Thank you :)

Of course! Anytime! :)

Sep 16 2017 Anchor

I have a similar error. This is what comes up. Seems to be an error with the Impshield.txt (I think). Can someone please suggest a solution?


BrutalDoomError1


Oct 11 2017 Anchor

I also had this problem, then I downloaded the fixed PK3 file from above and worked thanks guys

Nov 16 2017 Anchor

I'm glad to hear it worked, Scadden! Did you try my PK3, stevenanderson666?

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.