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Geqoph

Custom stuff shows up in-game but not in the editor

Question

Recently I decided to start working again on a map that I've abandoned a couple of months ago. The problem is that most custom stuff I've added doesn't show up in the editor at all (can't even spawn it), but does so in-game. I literally have no idea what could've caused it, as the last time I looked at it everything worked fine. (P.S. I'm using UDB)

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Screenshot_Doom_20230605_204856.png.100dfa095d3187f00a9cf7ac00c06d9f.png

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Try adding gzdoom.pk3 to your map resources (it's located in the same folder as GZdoom.exe), and in the resource options mark "exclude this resource from testing parameters"

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1 minute ago, rouge_means_red said:

Try adding gzdoom.pk3 to your map resources (it's located in the same folder as GZdoom.exe), and in the resource options mark "exclude this resource from testing parameters"

Tried that, didn't work

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1 minute ago, Aurelius said:

Did you add editor numbers for you custom actors? You can set them in MAPINFO.

I did, as I said in the post, the last time I was working on this map, everything worked fine.

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Are you adding these custom things in through DEHACKED? What sourceport are you making this map for?

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4 minutes ago, JustAthel said:

Are you adding these custom things in through DEHACKED? What sourceport are you making this map for?

Gzdoom, and I'm using both DEHACKED and ZScript

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That's odd, if you're already using ZScript, then why DEHACKED? The ZDoom family of ports doesn't exactly have the greatest handling with DEHACKED, and it's a bit redundant to use both, honestly. The only other advice I can give is to make sure all your resources for your new things are being loaded alongside your WAD file.

 

Also, it seems you're using Boom format, which I don't believe can actually parse / recognize DECORATE lumps anyhow. You may want to switch to either Doom in Hexen format or UDMF.

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Ooops, sorry not DEHACKED but Decorate my bad ;_;. Anyhow, I'm s̶t̶e̶a̶l̶i̶n̶g̶ using stuff from Realm667, and I already added a lot of stuff in the past so it would just be an awful chore to transform all Decorate scripts into ZScript, if even possible.

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Ahh okay that makes more sense. Even still, does all of this stuff show up when you convert the map into something like UDMF format? Be sure to back up your original map just in case it doesn't work.

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4 minutes ago, boris said:

Decorate/Zscript is not supported in non-GZDoom game configs.

Oh my fucking god, THIS IS IT. I'm ashamed of myself, I used the wrong format. I'm sorry for wasting your time D:. (I haven't made a map in a long time tho, so that's my excuse.)

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I have the same problem. I think it comes from the fact that UDB doesn't load the dehacked file present within the WAD when I edit maps. It forces us to keep testing maps to see if everything works. It gets really annoying with scaled things...

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