Calculate IWAD's MD5 and dump to Checksum.txt
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Calculate IWAD's MD5 and dump to Checksum.txt
Is it possible to have GZDOOM to calculate the MD5 checksums for the IWAD files found, then create some sort of report file, with warnings, so the users could upgrade to the right versions of each file ???
I mean, something like this: Or at least, checksum all the IWADs detected by GZDOOM, so people can keep track of wich versions they got, so they can patch it accordingly ?
I know: It's worthless to MD5 the Indie games...
But that's NOT the case for the COMMERCIAL GAMES like DOOM 2 and such. ( Wich the latest patched version DOES MATTER, in fact! )
The DOOM Wiki has MD5 for the commercial games.
Example:
https://doomwiki.org/wiki/DOOM.WAD
https://doomwiki.org/wiki/DOOM2.WAD
I mean, something like this: Or at least, checksum all the IWADs detected by GZDOOM, so people can keep track of wich versions they got, so they can patch it accordingly ?
I know: It's worthless to MD5 the Indie games...
But that's NOT the case for the COMMERCIAL GAMES like DOOM 2 and such. ( Wich the latest patched version DOES MATTER, in fact! )
The DOOM Wiki has MD5 for the commercial games.
Example:
https://doomwiki.org/wiki/DOOM.WAD
https://doomwiki.org/wiki/DOOM2.WAD
- Graf Zahl
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Re: Calculate IWAD's MD5 and dump to Checksum.txt
Why should GZDoom do that? There's enough checksum tools out there.
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Re: Calculate IWAD's MD5 and dump to Checksum.txt
So people could know the IWAD version beeing used, so they stop complaining that "GZDOOM crashed" - If they are playing the DOOM.WAD v1.1 for example.
It's not matter of "why or why not" but that it would help debugging.
It's not matter of "why or why not" but that it would help debugging.
Re: Calculate IWAD's MD5 and dump to Checksum.txt
GZDoom doesn't crash if you play v1.1 IWAD. In fact, it plays it just fine - albeit a few sounds are missing.
However, you will not get any of the compatibility patching that GZDoom does internally to ensure that any of the maps work correctly.
However, you will not get any of the compatibility patching that GZDoom does internally to ensure that any of the maps work correctly.
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Re: Calculate IWAD's MD5 and dump to Checksum.txt
Yeah, yeah.. I said v.1 as an example, didn't think of the inner details.
That's even better, GZDOOM could be more precise in that "internal patching" and help troubleshooting in general, as you know exactly watch version of IWAD and why not - the loaded PWADs as well ? So you would know precisely the combination of "IWAD + WAD + PK3 + anything else" you are loading.
That's even better, GZDOOM could be more precise in that "internal patching" and help troubleshooting in general, as you know exactly watch version of IWAD and why not - the loaded PWADs as well ? So you would know precisely the combination of "IWAD + WAD + PK3 + anything else" you are loading.
Re: Calculate IWAD's MD5 and dump to Checksum.txt
You make it sound like it's a regular thing. I can't remember that last time (if ever) someone complained that GZDoom crashed only to find out their IWAD was old. There have been a few reports over the years about error messages that are generated because someone is using an old IWAD but even those have become few and far between these days.WilliamMacau wrote:So people could know the IWAD version beeing used, so they stop complaining that "GZDOOM crashed" - If they are playing the DOOM.WAD v1.1 for example.
- Kinsie
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Re: Calculate IWAD's MD5 and dump to Checksum.txt
I feel like a lot of WilliamMacau's feature requests are solutions in search of problems.
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Re: Calculate IWAD's MD5 and dump to Checksum.txt
Yeah, like when I ASKED for Strife Veteran Edition's SVE.WAD support and it was NOed - but now surprisingly it's added as feature.Kinsie wrote:I feel like a lot of WilliamMacau's feature requests are solutions in search of problems.
So leave me alone, if you don't have something useful to say.
- wildweasel
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Re: Calculate IWAD's MD5 and dump to Checksum.txt
Things can change over time. For example, the reason SVE support was given a [No] back in July of 2016 was because, at the time, ZDoom's license was not compatible with the GPL license used by Strife Veteran Edition. Almost one year later, that is no longer a problem, as the GZDoom codebase is now under GPL.WilliamMacau wrote:Yeah, like when I ASKED for Strife Veteran Edition's SVE.WAD support and it was NOed - but now surprisingly it's added as feature.
Please don't be like that.So leave me alone, if you don't have something useful to say.
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Re: Calculate IWAD's MD5 and dump to Checksum.txt
wildweasel wrote:Things can change over time. For example, the reason SVE support was given a [No] back in July of 2016 was because, at the time, ZDoom's license was not compatible with the GPL license used by Strife Veteran Edition. Almost one year later, that is no longer a problem, as the GZDoom codebase is now under GPL.WilliamMacau wrote:Yeah, like when I ASKED for Strife Veteran Edition's SVE.WAD support and it was NOed - but now surprisingly it's added as feature.Please don't be like that.So leave me alone, if you don't have something useful to say.
No, Weasel, that feature it's not a problem, I expected that it would show up again sooner or later. And that's cool it got added as well.
I just used that as an EXAMPLE for answering that post. That comment was just asking for it.
- wildweasel
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Re: Calculate IWAD's MD5 and dump to Checksum.txt
A thing to realize is that nobody is ever asking for it. With that, I'm closing this, as the feature's already been rejected and I don't see that continued discussion will be very fruitful here.WilliamMacau wrote:That comment was just asking for it.
If you need to calculate your MD5s, there are many good free programs and websites available that will help you do this. It arguably shouldn't be GZDoom's business to dump the hashes for you.