DOOM II UNITY NERVE.WAD

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DOOM II UNITY NERVE.WAD

Postby Hamilton Beblingwater » Wed Jan 15, 2020 7:36 pm

It seems when you load NERVE.WAD with the unity version of DOOM II it doesn't get added as a second episode. It also seems to use the soundtrack to DOOM 2 instead of its own. Also, the Unity version of NERVE.WAD has 2 stimpacks at the very beginning, side by side, not just one as in the BFG version of NERVE.WAD. Not sure if there are any differences besides the 2 stimpacks since I haven't gotten far in it yet. Is it a bug that it isn't added as a second DOOM II episode?
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Re: DOOM II UNITY NERVE.WAD

Postby Diabolución » Fri Jan 17, 2020 2:41 am

It seems that nerve.wad is identified by its size (3 819 855 bytes) and MD5 (967d5ae23daf45196212ae1b605da3b0). But this new release has an edited nerve.wad which adds a DMAPINFO lump, the new size is 3 821 966 bytes and its MD5 is 4214c47651b63ee2257b1c2490a518c9. Of course, that means this new version of nerve.wad is not a valid nerve.wad according to GZDoom, as for now.

Also, levels 04-08 inclusive should use the hell sky (SKY3), according to said DMAPINFO lump.

Sources:
https://pastebin.com/pzGd83mh
https://www.wad-archive.com/wad/4214c47 ... 2490a518c9
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Re: DOOM II UNITY NERVE.WAD

Postby Rachael » Sat Jan 18, 2020 2:37 pm

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

Had to get a copy of it in order to test this.
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Re: DOOM II UNITY NERVE.WAD

Postby 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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Re: DOOM II UNITY NERVE.WAD

Postby 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.
Last edited by Diabolución on Sun Jan 19, 2020 2:28 am, edited 1 time in total.
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Re: DOOM II UNITY NERVE.WAD

Postby 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
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Re: DOOM II UNITY NERVE.WAD

Postby 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.
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Re: DOOM II UNITY NERVE.WAD

Postby 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)
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Re: DOOM II UNITY NERVE.WAD

Postby 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?
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Re: DOOM II UNITY NERVE.WAD

Postby 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?
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Re: DOOM II UNITY NERVE.WAD

Postby 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.
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Re: DOOM II UNITY NERVE.WAD

Postby 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.
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Re: DOOM II UNITY NERVE.WAD

Postby 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.
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Re: DOOM II UNITY NERVE.WAD

Postby 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.
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Re: DOOM II UNITY NERVE.WAD

Postby 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.
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