[Linux] ObFab-Prefabs-7.70.pk3: Script Error: wadfab_load: failed to load VERTEXES lump #7
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You can try extracting the addon .pk3s directly into oblige's working folders (make sure to take backups first), It seems to be prefabs loaded in .pk3s that cause the error. Aside from that I cannot say, I have the same problem and it appears beyond my ability to troubleshoot. |
Does extracting the .pk3 to the Oblige root work for you? Because that does not work for me. My guess is a case sensitivity issue; that would explain why it disappears when you run it in Wine. |
Well, tested last night and it seems to work if you're running Oblige in a local folder, but not as an installation. not sure why that might be. |
What is the distinction? I don't think that oblige supports being installed with the traditional Unix file structure... does it? And if you did install it that way, where would it know to look for addons? |
There is a |
Addendum: There are some additional combinations I need to try, perhaps I can narrow down what situations work and which don't. That might give some hints. |
The reason I asked is because I didn't |
I could see what I can do about this, as I've used Lubuntu in the past, but I'd have to set up a VM first. |
I can confirm this on Linux ( This happens with the final Oblige build compiled from source, not installed (only Judging by the map preview, it seems to generate an entire map before showing the error, The ooutput, aside from the error itself is My settings can be seen here https://gist.github.com/tukkek/badbcf026fe967400691f6b7974302fa (Also thanks to everyone involved in making this, I can't wait to see this actually working, it's amazing)! |
I have mounted a case-insensitive filesystem through this trick and the problem persists, so it doesn't appear to be case-related. Note that you have to |
Extracting the I should also note that Oblige by itself works fine out-of the-box so it's most likely an issue with ObAddon. I have gone halfway through a full game generation and will have to resume later. If I have any problem I'll post again. |
I have a suspicion, that the virtual filesystem mounter (which is responsible for getting access to the resources inside both the prefab wads and the addon packages) gets confused by nested archives (i've had similar issues with ZDoom as well). Regarding extracting the release pk3, i maintain a personal branch of Oblige with ObAddon merged in at https://github.com/simon-v/Oblige/tree/obaddon. It's not always up-to-date with the main ObAddon repo, but it's sufficient for my own purposes. This branch was created by executing:
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I like your solution and may use it locally on my system as well. So far I've just been making a static copy of the Oblige directory and copying in the updated ObAddon files, then running Oblige locally from that instead of bothering with making and installing. Since my Oblige fork never really changes it's not necessary to rebuild, so long as the ObAddon archive is extracted into the working folder. |
Workarounds are great and all but most people, even Linux users, won't bother or have the know-how to apply those themselves. Isn't there a proper fix for this issue? If the problem is nested packages, couldn't ObAddon be organized as a flat package, perhaps through an extra (automated) build step? Just to follow up on my last comment: I have managed to create episodes and games normally, everything seems to be working properly, up to and including me getting my ass kicked by demons. |
Unfortunately the problem appears to be with Oblige's C++ code on Linux, which none of us know how to fix at this time (Notably everything works fine on Windows). We've decided against distributing it as an "integrated" Oblige package for various reasons. So until someone with C++ knowledge is available to dig into the error, workarounds are the order of the day for Linux. |
EDIT: this doesn't seem to help with this particular issue. Saturn-Tan posted this link on the Unofficial Oblige Discord when I brought up this issue. It says that the problem should be solved by running I haven't had the time to actually try this out on my local setup though. Just wanted to share and have it properly documented since these do seem to be related. |
That doesn't fix this particular issue. I've tried it both ways. |
Can confirm, |
Hello, Oblige author here. I just fixed this issue in the main Oblige repository, commit be64fad51bcc to be precise. You'll need to update the C++ code and recompile Oblige binaries to get the fix. There are no changes to any Lua code. |
BTW, a workaround for the bug is to create the PK3 with no compression on any files (or no compression on the wad files). Naturally that is not great as it makes the PK3 about twice as big, but would allow it to work with stock Oblige 7.70. |
Long time no see! This is great news, I can finally get native performance in Linux and script a lot of things. Thank you very much! |
Happens with the Linux version of Oblige 7.70, immediately upon trying to generate a level set.
But does not happen with the Windows version of Oblige 7.70 run through Wine.
What other information would you need to debug?
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