Hell Revealed 2 not start

edited 2013 May 16 in Technical Support
Has anyone been able to successfully run the Hell Revealed 2 wad for Doom 2 using the Doomsday Engine 1.10.2? It gets stuck at "starting game...". I've disabled all addons.

On the other hand, Hell Revealed 1, Memento mori 1 and 2, Requiem... all they run perfectly, addons included.

Any ideas,

Thanks!

Comments

  • I've experienced this with a couple of wads as well since Dday 1.10.x; Dday get's stuck in an infinite loop during engine startup. It seems to relate to the TEXTUREx/PNAMES lumps.

    The first pwad I got this error on, happened to only include a TEXTURE1 lump and no PNAMES lump and hence I thought that was simply an oversight Deng team hadn't accounted for (one lump being present, but not the other). But since, I've got the same issue with a couple of pwads that include both TEXTUREx and PNAMES lumps.

    Removing those lumps from affected pwads allows Dday to launch them, but obviously, the new new textures the pwad adds aren't loaded then.

    Remaking the TEXTUREx and PNAMES lumps also seems to allow Dday to launch the pwad (and hence with the new textures the pwad adds). Maybe Dday has recently developed a bug where it can't read those lumps when created by certain editing programs; the various editing programs out there don't all make the lumps in exactly the same way.

    EDIT: Testing some old builds seems to reveal the issue began to occur in build 790. Build 786 doesn't have this bug.
  • Build 790 contained a whole bunch of changes related to textures and materials so I wouldn't be at all surprised if this is a regression due to those. Please submit a bug report, I'm sure DaniJ will take a look sooner or later.
  • Hi there!

    This is my file doomsday.out

    http://pastebin.com/bi2m58zn

    Indeed, this bug seems to relate to the TEXTUREx/PNAMES lumps :P

    Can anyone move this thread to the technical support forum, please, or I create it again there?

    Thanks!
  • I've found and fixed this issue for Build 867. This problem was indeed the result of a refactoring oversight.
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