I have a potential way of identifying the Unity NERVE.WAD versions that should avoid false positives:
When scanning a WAD that doesn't match one of the hardcoded NERVE.WAD hashes, check whether the WAD has a DMAPINFO lump as well as MAP01 through MAP09 but not MAP10. If the WAD passes that check, then open DMAPINFO (which has a ZMAPINFO-like structure; see The Doom Wiki for details) and check whether the lump defines an episode called "No Rest for the Living" that starts on MAP01. If so, then the WAD is almost certainly a version of NERVE.WAD, so load it as such.
The lump check should already filter out nearly all WADs, since pretty much the only ones that would pass would be nine-level Doom II WADs made with the Unity port in mind. And I think it's extremely unlikely that anyone today would title a serious WAD the same as an official episode.
(Of course, all this assumes that lumps can actually be opened during the NERVE.WAD check.)
DOOM II UNITY NERVE.WAD
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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.
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Re: DOOM II UNITY NERVE.WAD
Right now, Nerve.wad is only checked for by size and MD5 hash. The contents are not yet even loaded at this point except to throw it into the hasher. This will work if it doesn't get updated often, but if it sometime down the line ever starts getting regular updates it will be completely untenable to expect GZDoom to keep up with them and be able to check every single file.
Luckily though, from what I can see that is not happening (so far).
Luckily though, from what I can see that is not happening (so far).
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Re: DOOM II UNITY NERVE.WAD
I would like to report a new variant, as of 2022/08/18.
File name: nerve_i.wad // i suffix as in IWAD, obviously.
Size: 15 569 321 bytes
MD5: 53d180803ae34b16a63c5f1c97faf562
File name: nerve_i.wad // i suffix as in IWAD, obviously.
Size: 15 569 321 bytes
MD5: 53d180803ae34b16a63c5f1c97faf562