[4.4.0+] Intermission font detection only looks inside WADs

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Yarn366
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[4.4.0+] Intermission font detection only looks inside WADs

Post by Yarn366 »

In GZDoom 4.4.0 and later, the code that checks whether WINUM*/WIPCNT/WICOLON/WIMINUS font (numbers and related symbols for the intermission screen) is present apparently only checks within WAD archives, not ZIP/7z archives or loose folders. The effect is that if those lumps are not present in a WAD but are present in a different type of archive or folder, GZDoom will mistakenly fall back to a different font (in the case of Doom, a very similar one that's gray instead of red). This means that "WAD"s that don't use the actual WAD format for anything except levels (such as WadSmoosh) do not use the correct number font on the intermission screen. However, if those lumps are detected in a WAD archive, then GZDoom will happily (and correctly) load those same lumps from other types of archives and folders as well.

GZDoom 4.3.3 and LZDoom 3.86a do not exhibit this behavior.


Here is a link to a test case based on Freedoom: Phase 1, version 0.12.1: https://www.dropbox.com/s/ca2ceusxn45va ... t.zip?dl=1
  • freedoom1.wad: Freedoom: Phase 1 with no changes.
  • freedoom1_no_numfont.wad: Freedoom: Phase 1 without the WINUM*/WIPCNT/WICOLON/WIMINUS lumps.
  • freedoom1_numfont_only.wad/pk3/pk7 and folder: Archives (and folder) containing only the aforementioned lumps.
  • intermission_right.png: Image of how the intermission screen should look (red numbers).
  • intermission_wrong.png: Image of how the intermission screen should not look (gray numbers).
  • COPYING.txt / CREDITS.txt: Included out of necessity.
To test, run GZDoom with freedoom1.wad or freedoom1_no_numfont.wad by itself, or with freedoom1_no_numfont.wad together with one of the freedoom1_numfont_only archives (or folder). Then, start any episode, and get to the intermission screen by either completing the level or using the "changemap" command. Then, observe what color the numbers there are.

Here is what color the number font is in GZDoom 4.4.0+ in each case, as well as what the expected color is:
  • freedoom1.wad only: Red (should be red)
  • freedoom1_no_numfont.wad only: Gray (should be gray, as red font doesn't exist)
  • freedoom1_no_numfont.wad as IWAD, freedoom1_numfont_only.wad as PWAD: Red (should be red)
  • freedoom1_no_numfont.wad as IWAD, freedoom1_numfont_only.pk3 as PWAD: Gray (should be red)
  • freedoom1_no_numfont.wad as IWAD, freedoom1_numfont_only.pk7 as PWAD: Gray (should be red)
  • freedoom1_no_numfont.wad as IWAD, freedoom1_numfont_only folder as PWAD: Gray (should be red)
(Note that Freedoom's WICOLON is gray rather than red.)

You can also try loading doom.wad or doom2.wad as an IWAD, with one of the freedoom1_numfont_only archives as a PWAD. Since GZDoom detects the intermission font lumps in a WAD archive (namely, doom.wad or doom2.wad), it will then willingly load those lumps from freedoom1_numfont_only, regardless of its format, so the number font will be from Freedoom rather than Doom, as expected.
Last edited by Yarn366 on Sat Sep 26, 2020 1:36 pm, edited 1 time in total.
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Graf Zahl
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Re: [4.4.0+] Intermission font detection only looks inside W

Post by Graf Zahl »

fixed
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