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[BUG FIXED] Bad GLDEFS


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 Post subject: Bad GLDEFS
PostPosted: 19 Apr 2012, 13:41 
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Joined: 19 Jan 2010, 00:05
Posts: 1543
I know the ZDCMP2 is primarily for ZDoom; but since some GZDoom stuff is included, I figure it should at least not print warning messages:

Quote:
Script error, "zdcmp2-dusk1_res1.0.pk3:gldefs.txt" line 287:
Warning: dynamic lights attached to non-existent actor ClawBeamA

Script error, "zdcmp2-dusk1_res1.0.pk3:gldefs.txt" line 296:
Warning: dynamic lights attached to non-existent actor ClawBeamB
I want YOU to read the wiki.
And this one too. Also, SLADE3.


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 Post subject: Re: Bad GLDEFS
PostPosted: 25 Apr 2012, 05:18 
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Revenant  i am a xaser
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Joined: 10 Jun 2010, 05:51
Posts: 554
That one's my bad. I removed those actors when I changed the beam attack to a rail instead of a fast projectile. Didn't think to modify the GLDefs afterward, and while we're on that note, the Soulrender is missing GLDefs too. I'll have to fix those in between rounds. ;)


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 Post subject: Re: Bad GLDEFS
PostPosted: 25 Apr 2012, 09:42 
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Joined: 11 Dec 2009, 18:51
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Location: Germany
You can also fix them now, it's your turn anyway ;)


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 Post subject: Re: Bad GLDEFS
PostPosted: 27 Apr 2012, 06:55 
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Revenant  i am a xaser
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Joined: 10 Jun 2010, 05:51
Posts: 554
Fixed it in this version. The Soulrender's projectiles have GLDefs too, now.


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