DOOM II UNITY NERVE.WAD
Moderator: GZDoom Developers
Forum rules
Contrary to popular belief, we are not all-knowing-all-seeing magical beings!
If you want help you're going to have to provide lots of info. Like what is your hardware, what is your operating system, what version of GZDoom/LZDoom/whatever you're using, what mods you're loading, how you're loading it, what you've already tried for fixing the problem, and anything else that is even remotely relevant to the problem.
We can't magically figure out what it is if you're going to be vague, and if we feel like you're just wasting our time with guessing games we will act like that's what you're really doing and won't help you.
Contrary to popular belief, we are not all-knowing-all-seeing magical beings!
If you want help you're going to have to provide lots of info. Like what is your hardware, what is your operating system, what version of GZDoom/LZDoom/whatever you're using, what mods you're loading, how you're loading it, what you've already tried for fixing the problem, and anything else that is even remotely relevant to the problem.
We can't magically figure out what it is if you're going to be vague, and if we feel like you're just wasting our time with guessing games we will act like that's what you're really doing and won't help you.
DOOM II UNITY NERVE.WAD
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?
-
- Posts: 28
- Joined: Sat Nov 02, 2019 7:26 pm
Re: DOOM II UNITY NERVE.WAD
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
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
Re: DOOM II UNITY NERVE.WAD
Addressed in this PR: https://github.com/coelckers/gzdoom/pull/1022/files
Had to get a copy of it in order to test this.
Had to get a copy of it in order to test this.
-
- Posts: 20
- Joined: Sun Dec 08, 2019 10:51 am
Re: DOOM II UNITY NERVE.WAD
ThanksRachael 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.
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?
-
- Posts: 28
- Joined: Sat Nov 02, 2019 7:26 pm
Re: DOOM II UNITY NERVE.WAD
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.
Re: DOOM II UNITY NERVE.WAD
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
-
- Posts: 28
- Joined: Sat Nov 02, 2019 7:26 pm
Re: DOOM II UNITY NERVE.WAD
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.
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
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)
However, this will allow me to see if the BFG and XBLA versions differ. (edit: And it turns out - they're exactly the same)
-
- Posts: 20
- Joined: Sun Dec 08, 2019 10:51 am
Re: DOOM II UNITY NERVE.WAD
Wait so this utility allows you to turn a iwad into a different version?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)
-
- Posts: 20
- Joined: Sun Dec 08, 2019 10:51 am
Re: DOOM II UNITY NERVE.WAD
So, the SIGIL you get with unity has a different secret level than the SIGIL Compatible you can download?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.
- sinisterseed
- Posts: 1349
- Joined: Tue Nov 05, 2019 6:48 am
- Preferred Pronouns: He/Him
- Graphics Processor: nVidia with Vulkan support
- Contact:
Re: DOOM II UNITY NERVE.WAD
Essentially, yes.DovahClown wrote:Wait so this utility allows you to turn a iwad into a different version?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)
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.
-
- Posts: 28
- Joined: Sat Nov 02, 2019 7:26 pm
Re: DOOM II UNITY NERVE.WAD
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.DovahClown wrote:different secret level
-
- Posts: 20
- Joined: Sun Dec 08, 2019 10:51 am
Re: DOOM II UNITY NERVE.WAD
OK thanks! That helps! I'll just use the downloadable SIGIL, since it can be added as a fifth level.Diabolución wrote: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.DovahClown wrote:different secret level
Re: DOOM II UNITY NERVE.WAD
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.
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
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.
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.