Long filenames should be ignored but aren't

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Expand view Topic review: Long filenames should be ignored but aren't

by Gez » Sun Jul 15, 2012 10:43 am

If you use long filenames, you can also use them in SNFINDO

zombie/attack2 sounds/dssgtatk2.wav

Or at least his works in MAPINFO for music names.

Re: Long filenames should be ignored but aren't

by Graf Zahl » Sun Jul 15, 2012 10:16 am

Can't be done. Even ZDoom.pk3 abuses this for TEXTCOLO.

Long filenames should be ignored but aren't

by MartinHowe » Sun Jul 15, 2012 7:20 am

File (attached, sndbug.zip) contents:

Code: Select all

.
./sounds
./sounds/dssgtatk.wav
./sounds/dssgtatk2.wav // copy of dsoof.wav
To reproduce bug:
1) Load any doom IWAD with this file (e.g., zdoom -iwad doom.wad -file sndbug.pk3 -warp 1 1)
2) Summon a demon at the console (i.e., "summon demon")
3) Walk in front of the demon

Expected result:
Demon attacks you with a growling sound.

Actual result:
Demon attacks you with the "oof!" sound.

Analysis:
The file dssgtatk2 is a spare file, for example a new demon attack sound that is under construction. The engine should ignore it, since "dssgtatk2 " is not a name specified in any doom SNDINFO iwad lump. Instead, the engine seems to be finding it anyway and in preference to the official sound name, simply because the file name is a superset of the official one.

This is much worse that it looks, because if the file is an edit of the official sound, and thus sounds similar, it takes a while to realise that something is wrong and more to realise WHAT is wrong :(

Suggested action:

Make the lump loader more robust :)

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