PNAMES+TEXTURE1 can affect linedef special behavior?

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Rachael
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Re: PNAMES+TEXTURE1 can affect linedef special behavior?

Post by Rachael »

Does it work properly in base GZDoom+Plutonia? If the behavior is undefined, it might be required to do a compatibility specifically for that map, and if the issue really is specific to Wadsmoosh, it should be pretty easy to put in a LevelPostProcessor to fix it - whether done on Wadsmoosh's side or GZDoom's doesn't matter since GZDoom can use the filter system.
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JPL
 
 
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Re: PNAMES+TEXTURE1 can affect linedef special behavior?

Post by JPL »

Rachael wrote:Does it work properly in base GZDoom+Plutonia? If the behavior is undefined, it might be required to do a compatibility specifically for that map, and if the issue really is specific to Wadsmoosh, it should be pretty easy to put in a LevelPostProcessor to fix it - whether done on Wadsmoosh's side or GZDoom's doesn't matter since GZDoom can use the filter system.
Yes, it does work properly when Plutonia is used as the IWAD. Worth noting that when Plutonia is loaded as a PWAD atop doom2.wad, the platform raises up an additional 64 units - not enough to crush or strand the player in this case, but could cause problems in others.
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Graf Zahl
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Re: PNAMES+TEXTURE1 can affect linedef special behavior?

Post by Graf Zahl »

That's all to be expected. The reason is that the compatibility flag is only being set for IWAD maps automatically, and loading Plutonia as a PWAD nullifies that assumption.
In general, the side effect of this linedef hasn't been abused in critical form in Doom or Doom 2 but surely in the non-id-made Final Doom IWADs.
Your only real choice here is to set compat_shorttex in your MAPINFO definitions for all maps to ensure it is properly set up, because WadSmoosh by its very nature does its best to get around the internal IWAD defaults.
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Re: PNAMES+TEXTURE1 can affect linedef special behavior?

Post by wrkq »

As a bit of a side note I recall seeing people on doomworld experimenting to use this platform move action with untextured lines as a way to have a different map behavior depending on which IWAD it was loaded with via the height difference between D1 AASTINKY and D2 AASHITTY...
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JPL
 
 
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Re: PNAMES+TEXTURE1 can affect linedef special behavior?

Post by JPL »

I tried adding compat_shorttex to my MAPINFO, like so:

Code: Select all

map PL_MAP30 lookup "PHUSTR_30"
{
	sky1 = "PSKY3"
	cluster = 21
	titlepatch = "PWILV29"
	par = 180
	allowmonstertelefrags
	compat_shorttex
	music = "P_OPENIN"
	next = endgame {
		pic = "PLUBOSS"
		music = "P_THE_DA"
		cast
	}
}
This, with no other changes, did not change anything. What am I doing wrong?
Gez
 
 
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Re: PNAMES+TEXTURE1 can affect linedef special behavior?

Post by Gez »

Yeah, setting up compat_shorttex explicitly through the option menu didn't change behavior, so adding it in MAPINFO wouldn't be sufficient either.

At this point the simplest may be for WadSmoosh's level post-processing logic to change the special on the incriminated line of that level so its effect becomes 23:Floor_RaiseByBalue(1, 8, 64).
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Re: PNAMES+TEXTURE1 can affect linedef special behavior?

Post by JPL »

Extracting PNAMES and TEXTURE1 from doom2.wad and including that in doom_complete.pk3, as I did before 1.25, fixes all the issues with this I've seen, including MAP07 breaking, so I'm just going to do that.
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Graf Zahl
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Re: PNAMES+TEXTURE1 can affect linedef special behavior?

Post by Graf Zahl »

After checking the code I decided not to change it because with different definition formats the risk of unwanted overrides cannot be dismissed.
Wadsmoosh is probably that one-in-a-million exception that provides an ipk3 that needs to deal with the option.
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