[2.7.1] Shareware Heretic missing sprites in DM

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Expand view Topic review: [2.7.1] Shareware Heretic missing sprites in DM

Re: [2.7.1] Shareware Heretic missing sprites in DM

by Guest » Fri Jan 31, 2014 2:29 am

Well you can change iwad info in zdoom.pk3 but i dont think is legal.

Re: [2.7.1] Shareware Heretic missing sprites in DM

by Blzut3 » Sat Jan 18, 2014 2:07 pm

Fixed. I also noticed the status bar border was missing in the shareware as well.

Re: [2.7.1] Shareware Heretic missing sprites in DM

by ETTiNGRiNDER » Fri Jan 10, 2014 9:12 pm

NeuralStunner wrote:Incidentally, whenever I see people refer to game objects by their internal class name, I... am extremely annoyed.
But surely you realize that the horrifying menace of the Snake was reserved only for the third episode!

Re: [2.7.1] Shareware Heretic missing sprites in DM

by NeuralStunner » Thu Jan 09, 2014 2:07 pm

edward850 wrote:Vanilla Doom cannot run mods in shareware, either, so said approach also isn't needed for vanilla shareware.
Since 1.4 apparently, which is farther back than I expected. I'm guessing design docs from pre-1.4 were never updated, and that bit of advice just passed into general use without really being needed any more.

Well, Heretic was forked from Doom 1.2, did Raven ever add that restriction themselves?

It's just my opinion, but I think ZDoom should spawn Maulotaurs (sans sprites!) at the missing object spots. :twisted:
Gez wrote:Looks like you had to use a weredragon or ophidian to make the level error out in vanilla shareware.
What about registered version textures?

(I like how the crappy Firemace system requires yet another special case. :? )

Re: [2.7.1] Shareware Heretic missing sprites in DM

by Enjay » Thu Jan 09, 2014 1:56 pm

NeuralStunner wrote:Weird. Back when I first started mapping for Heretic, I got the impression that I should use commercial-only objects (I tended to use Chaos Devices) so shareware (vanilla) Heretic couldn't run them. Does that kind of approach only work with DOOM.EXE?
I don't know the answer to your question [edit: though it looks like Gez has that covered] but, purely for the sake of background information, I do know that this approach used to be one of the recommended ways of complying with id's wishes that PWADs should not run with the shareware version of Doom. That was with relatively early versions of Doom before id hard coded the shareware version to not run with the -file parameter. Once that was done (in version 1.4 I think), it was less important.

Re: [2.7.1] Shareware Heretic missing sprites in DM

by Gez » Thu Jan 09, 2014 1:52 pm

Code: Select all

// spawn it
	switch(i)
	{ // Special stuff
		case MT_WSKULLROD:
		case MT_WPHOENIXROD:
		case MT_AMSKRDWIMPY:
		case MT_AMSKRDHEFTY:
		case MT_AMPHRDWIMPY:
		case MT_AMPHRDHEFTY:
		case MT_AMMACEWIMPY:
		case MT_AMMACEHEFTY:
		case MT_ARTISUPERHEAL:
		case MT_ARTITELEPORT:
		case MT_ITEMSHIELD2:
			if(shareware)
			{ // Don't place on map in shareware version
				return;
			}
			break;
		case MT_WMACE:
			if(!shareware)
			{ // Put in the mace spot list
				P_AddMaceSpot(mthing);
				return;
			}
			return;
		default:
			break;
	}
So, [wiki]SkullRod[/wiki], [wiki]PhoenixRod[/wiki], [wiki]SkullRodAmmo[/wiki], [wiki]SkullRodHefty[/wiki], [wiki]PhoenixRodAmmo[/wiki], [wiki]PhoenixRodHefty[/wiki], [wiki]MaceAmmo[/wiki], [wiki]MaceHefty[/wiki], [wiki]ArtiSuperHealth[/wiki], [wiki]ArtiTeleport[/wiki], [wiki]EnchantedShield[/wiki], and [wiki]MaceSpawner[/wiki]. Looks like you had to use a weredragon or ophidian to make the level error out in vanilla shareware.
NeuralStunner wrote:Incidentally, whenever I see people refer to game objects by their internal class name, I... am extremely annoyed.
Too bad for you then that the internal names are much more relevant to use than the fancy names when the objects in question are discussed in a technical thread about software issues. :p

Re: [2.7.1] Shareware Heretic missing sprites in DM

by edward850 » Thu Jan 09, 2014 1:46 pm

Vanilla Doom cannot run mods in shareware, either, so said approach also isn't needed for vanilla shareware.

Re: [2.7.1] Shareware Heretic missing sprites in DM

by NeuralStunner » Thu Jan 09, 2014 1:42 pm

Weird. Back when I first started mapping for Heretic, I got the impression that I should use commercial-only objects (I tended to use Chaos Devices) so shareware (vanilla) Heretic couldn't run them. Does that kind of approach only work with DOOM.EXE?

Incidentally, whenever I see people refer to game objects by their internal class name, I... am extremely annoyed.

Re: [2.7.1] Shareware Heretic missing sprites in DM

by Graf Zahl » Thu Jan 09, 2014 1:10 pm

How can it?
Easy solution: When playing shareware, skip the message and the exclamation marks. More isn't necessary because you can't load mods with shareware IWADs.

Re: [2.7.1] Shareware Heretic missing sprites in DM

by Gez » Thu Jan 09, 2014 12:41 pm

Seems Heretic had a mechanism not to spawn unavailable items. I saw this while reading Eternity's latest changelog:

Code: Select all

Found that a NOTSHAREWARE flag for thingtypes is needed due to Heretic using
unmodified commercial-version maps in its shareware IWAD, which during
mutiplayer spawn items not normally in the episode. In Heretic, these were
hacked out by doomednum in P_SpawnMapThing (disgusting). In Eternity, we'll
just use a flag to control it.

ZDoom uses the presence of sprites in the IWAD to control such things, but that
isn't satisfactory to me for various reasons; ie, those objects STILL shouldn't
be available in shareware, even if somebody hacks in their sprites.
Looks like the "sprite available Y/N?" system doesn't actually handle this case.

[2.7.1] Shareware Heretic missing sprites in DM

by Qent » Thu Jan 09, 2014 11:54 am

Start a deathmatch game on E1M1 of heretic1.wad. The map will be full of <!> missing frame icons from Phoenix and Skull Rods and ammo that are flagged multiplayer.

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