DOOM II UNITY NERVE.WAD

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Expand view Topic review: DOOM II UNITY NERVE.WAD

Re: DOOM II UNITY NERVE.WAD

by Diabolución » Fri Aug 19, 2022 4:13 pm

I would like to report a new variant, as of 2022/08/18.

File name: nerve_i.wad // i suffix as in IWAD, obviously.
Size: 15 569 321 bytes
MD5: 53d180803ae34b16a63c5f1c97faf562

Re: DOOM II UNITY NERVE.WAD

by Rachael » Sat Nov 21, 2020 6:00 am

Right now, Nerve.wad is only checked for by size and MD5 hash. The contents are not yet even loaded at this point except to throw it into the hasher. This will work if it doesn't get updated often, but if it sometime down the line ever starts getting regular updates it will be completely untenable to expect GZDoom to keep up with them and be able to check every single file.

Luckily though, from what I can see that is not happening (so far).

Re: DOOM II UNITY NERVE.WAD

by Yarn366 » Sat Nov 21, 2020 1:15 am

I have a potential way of identifying the Unity NERVE.WAD versions that should avoid false positives:

When scanning a WAD that doesn't match one of the hardcoded NERVE.WAD hashes, check whether the WAD has a DMAPINFO lump as well as MAP01 through MAP09 but not MAP10. If the WAD passes that check, then open DMAPINFO (which has a ZMAPINFO-like structure; see The Doom Wiki for details) and check whether the lump defines an episode called "No Rest for the Living" that starts on MAP01. If so, then the WAD is almost certainly a version of NERVE.WAD, so load it as such.

The lump check should already filter out nearly all WADs, since pretty much the only ones that would pass would be nine-level Doom II WADs made with the Unity port in mind. And I think it's extremely unlikely that anyone today would title a serious WAD the same as an official episode.

(Of course, all this assumes that lumps can actually be opened during the NERVE.WAD check.)

Re: DOOM II UNITY NERVE.WAD

by Rachael » Fri Sep 04, 2020 12:48 pm

It's likely for the updated 16:9 titlescreen.

This is going to require a more robust solution - and I am not sure if we're going to continue storing the MD5 sum of every released version of NERVE.WAD, if it keeps changing like this.

Re: DOOM II UNITY NERVE.WAD

by Dinjoralo » Fri Sep 04, 2020 9:36 am

It's probably better that I bump this rather than make a new thread.

I believe the Nerve.wad file you can download from the Unity port got changed again with the newest patch to the Unity version of Doom just yesterday. It has a different SHA-1 hash than what's on that Github page for patches, '6ab960ae23430ca2ced7db3edd8075b7e0158f26'. Not too sure why they changed it again or what was added, since I didn't have access to it until now. It's also noticeably larger at 4,003,409 bytes rather than 3,819,855 bytes.

Re: DOOM II UNITY NERVE.WAD

by DovahClown » Sun Jan 19, 2020 11:00 pm

Diabolución wrote:
DovahClown wrote:different secret level
After comparing the automap views posted on wad-archive.com, it is obvious the geometry of the red key door has been slightly edited. But they are still basically the same level, of course.
OK thanks! That helps! :D I'll just use the downloadable SIGIL, since it can be added as a fifth level.

Re: DOOM II UNITY NERVE.WAD

by Diabolución » Sun Jan 19, 2020 10:53 pm

DovahClown wrote:different secret level
After comparing the automap views posted on wad-archive.com, it is obvious the geometry of the red key door has been slightly edited. But they are still basically the same level, of course.

Re: DOOM II UNITY NERVE.WAD

by sinisterseed » Sun Jan 19, 2020 9:23 am

DovahClown wrote:
Rachael wrote:Oh, I already did it. Turns out Ubuntu has xdelta3 in its package repo so I was able to use that. I already created the PR: https://github.com/Doom-Utils/iwad-patches/pull/11

However, this will allow me to see if the BFG and XBLA versions differ. (edit: And it turns out - they're exactly the same)
Wait so this utility allows you to turn a iwad into a different version?
Essentially, yes.

It works like a patcher that allows going between different versions and editions of the IWADs, provided you use the right patches and have the required IWAD.

Re: DOOM II UNITY NERVE.WAD

by DovahClown » Sun Jan 19, 2020 9:22 am

Diabolución wrote:The secret map (of Sigil) is somehow modified, but I cannot tell how exactly because I don’t have access to a copy.
So, the SIGIL you get with unity has a different secret level than the SIGIL Compatible you can download?

Re: DOOM II UNITY NERVE.WAD

by DovahClown » Sun Jan 19, 2020 9:20 am

Rachael wrote:Oh, I already did it. Turns out Ubuntu has xdelta3 in its package repo so I was able to use that. I already created the PR: https://github.com/Doom-Utils/iwad-patches/pull/11

However, this will allow me to see if the BFG and XBLA versions differ. (edit: And it turns out - they're exactly the same)
Wait so this utility allows you to turn a iwad into a different version?

Re: DOOM II UNITY NERVE.WAD

by Rachael » Sun Jan 19, 2020 3:26 am

Oh, I already did it. Turns out Ubuntu has xdelta3 in its package repo so I was able to use that. I already created the PR: https://github.com/Doom-Utils/iwad-patches/pull/11

However, this will allow me to see if the BFG and XBLA versions differ. (edit: And it turns out - they're exactly the same)

Re: DOOM II UNITY NERVE.WAD

by Diabolución » Sun Jan 19, 2020 3:06 am

https://diabolucion.000webhostapp.com/unity-to-xbla.zip
https://diabolucion.000webhostapp.com/xbla-to-unity.zip

Matched perfectly the new nerve.wad. Just using Slade3 to insert as first lump a new one named DMAPINFO, with the contents of that pastebin, did the trick.

Re: DOOM II UNITY NERVE.WAD

by Rachael » Sun Jan 19, 2020 1:21 am

I am having trouble compiling a vcdiff tool that actually works, but I had planned to add the nerve patch as a PR to this repo as soon as I could: https://github.com/Doom-Utils/iwad-patches

Re: DOOM II UNITY NERVE.WAD

by Diabolución » Sun Jan 19, 2020 12:46 am

The secret map (of Sigil) is somehow modified, but I cannot tell how exactly because I don’t have access to a copy.

Re: DOOM II UNITY NERVE.WAD

by DovahClown » Sat Jan 18, 2020 4:23 pm

Rachael wrote:Addressed in this PR: https://github.com/coelckers/gzdoom/pull/1022/files

Had to get a copy of it in order to test this.
Thanks :D

Edit: Does anyone know if there is any difference between SIGIL that you get with the UNITY version of DOOM and the SIGIL you can download?

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