[Won't change] Long filenames should be ignored but aren't

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Long filenames should be ignored but aren't

Postby MartinHowe » Sun Jul 15, 2012 8:20 am

File (attached, sndbug.zip) contents:

Code: Select allExpand view
.
./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 :)
Attachments
sndbug.zip
Example PK3 for reproducing bug
(8.64 KiB) Downloaded 4 times
User avatar
MartinHowe
In space, no-one can hear you KILL an ALIEN
 
Joined: 11 Aug 2003
Location: Waveney, United Kingdom

Re: Long filenames should be ignored but aren't

Postby Graf Zahl » Sun Jul 15, 2012 11:16 am

Can't be done. Even ZDoom.pk3 abuses this for TEXTCOLO.
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Graf Zahl
 
Joined: 19 Jul 2003
Location: Germany

Postby Gez » Sun Jul 15, 2012 11:43 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.
Gez
 
Joined: 06 Jul 2007


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