[pre-342] WolfenDoom Portal is buggy

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Expand view Topic review: [pre-342] WolfenDoom Portal is buggy

Re: [pre-342] WolfenDoom Portal is buggy

by Graf Zahl » Sat Feb 07, 2015 8:25 am

Should work now. After validating the format I just change all zeros to spaces.

Re: [pre-342] WolfenDoom Portal is buggy

by Tormentor667 » Fri Jan 09, 2015 1:03 am

Thanks Graf and thanks Enjay :)

Re: [pre-342] WolfenDoom Portal is buggy

by Enjay » Thu Jan 08, 2015 2:57 pm

Tormentor667 wrote:Where can I get the latest versions of any WolfenDoom project available to make sure everything works as intended?
Laz put up his own site which looks basically the same as the Doomworld hosted one but it seems to have the new (ready patched) versions of his projects. However, as I mentioned, I did notice that some of the sound lumps are still in the Mac format - though that can be easily changed using Slade.

http://lazrojas.com/wolfendoom/

Re: [pre-342] WolfenDoom Portal is buggy

by mallo » Thu Jan 08, 2015 1:19 pm

Bug closed as mod's fault?

Re: [pre-342] WolfenDoom Portal is buggy

by Graf Zahl » Thu Jan 08, 2015 11:01 am

It's a checkbox in the search / replace window.

Re: [pre-342] WolfenDoom Portal is buggy

by Tormentor667 » Thu Jan 08, 2015 11:00 am

NeuralStunner wrote:Notepad++ still can. Switch to extended mode (which allows escape sequences) and replace \0 with a space or nothing. (Amusingly, you can replace it with \0 for the same effect. Seems NP++ can't input nulls for some reason, but you can use a proper hex editor if you need to do that.)
Where can I find the "extended mode"?

Re: [pre-342] WolfenDoom Portal is buggy

by NeuralStunner » Thu Jan 08, 2015 10:44 am

Graf Zahl wrote:Get Notepad++, which can display them. Unfortunately you have to remove them manually because I haven't found a search&replace tool yet that can do it automatically.
Notepad++ still can. Switch to extended mode (which allows escape sequences) and replace \0 with a space or nothing. (Amusingly, you can replace it with \0 for the same effect. Seems NP++ can't input nulls for some reason, but you can use a proper hex editor if you need to do that.)

Re: [pre-342] WolfenDoom Portal is buggy

by Gez » Thu Jan 08, 2015 8:11 am

Any hex editor worth its salt could do it. Search for 0x00, replace by 0x20.

IIRC PNotepad can also do it by copy/pasting the problem character in the search and replace box.

Re: [pre-342] WolfenDoom Portal is buggy

by Graf Zahl » Thu Jan 08, 2015 5:46 am

Get Notepad++, which can display them. Unfortunately you have to remove them manually because I haven't found a search&replace tool yet that can do it automatically.

Re: [pre-342] WolfenDoom Portal is buggy

by Tormentor667 » Thu Jan 08, 2015 5:34 am

So if I understood anything correctly, all I need is to update the WolfenDoom files, right? Where can I get the latest versions of any WolfenDoom project available to make sure everything works as intended?

*EDIT*
Different question: How can I remove/replace the NUL with a regular spacer?

Re: [pre-342] WolfenDoom Portal is buggy

by Enjay » Wed Jan 07, 2015 2:00 pm

I think that most, if not all, of the files on Laz's site are the up to date (ready-patched) ones. However, I did notice that Slade still reports some of the sound lumps as being in Mac format.

Re: [pre-342] WolfenDoom Portal is buggy

by Havoc » Wed Jan 07, 2015 1:25 pm

Enjay wrote:The patch file is gone but my guess is that it contained a fix for the original deh file.
The patch is still available here: http://www.atomicgamer.com/files/1693/2ndfix-zip

Re: [pre-342] WolfenDoom Portal is buggy

by Enjay » Mon Jan 05, 2015 3:05 pm

I notice this on the old Doomworld hosted site for WolfenDoom:

Image

That's for the "Second Encounter" but a few of the other mods have similar patches for download. The patch file is gone but my guess is that it contained a fix for the original deh file.

Re: [pre-342] WolfenDoom Portal is buggy

by Gez » Mon Jan 05, 2015 2:54 pm

Yeah, MacDoom editing was weird. For example, I've noticed some files in the WolfenDoom series were the DMX identifier was 0x0300 instead of 0x03. Looks like it was written in big endian. In that case, the sample rate is also written in big endian; but the number of samples is still in little endian!

Re: [pre-342] WolfenDoom Portal is buggy

by Enjay » Mon Jan 05, 2015 2:51 pm

Graf Zahl wrote:The reason this patch doesn't work is that in some places it contains actual zeroes instead of space characters. The parser interprets them as end of file markers. I consider this clearly broken data. After removing these bogus characters the patch works.
Given the nature of the errors reported by DeHacked, I suspected that might be the case.

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