Deleted
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Post by Deleted on Jan 29, 2022 13:09:33 GMT -5
Looks like if you create a map for vanilla Hexen in GzdoomBuilder, you have to go into script and type at least something like "// TODO" and compile scripts then save map, otherwise it (GZDoomBuilder) creates simply empty BEHAVIOR lump, which makes Chocolate Hexen exit with Z_Malloc error as soon as the map is loaded.
Wtf lol couldn't a placeholder BEHAVIOR be generated for Hexen format by default? Especially since otherwise GZDoomBuilder knows how to create this lump but leaves it zero size because you see (G)zdoom wouldn't crash on that.
p.s. No, I'm not mapping for Hexen yet but I needed to see how things work there.
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Deleted
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Post by Deleted on Jan 29, 2022 13:17:34 GMT -5
Really, the only justification for it I see is that BEHAVIOR may have non-ACS stuff or some extended stuff that was not in original Hexen. And the editor doesn't make presumptions about what kind of engine are you going to target even when Hexen format used for a fucking Hexen game (not Doom in Hexen, mind you, I selected Hexen and provided all the necessary stuff). But fuck is this annoying to get no help when searching the web for solutions where all Chocolate Hexen say is a bizarre Z_Malloc crash with some huge byte number and the only article of relevance you get is doomwiki.org/wiki/Z_Malloc_error which is no help at all. Or some topic about how Zdoom runs ok with BEHAVIOR at zero bytes (and no mention that vanilla sure as fuck crashes on that).
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