I already tried searching the entire source for string "LEVEL01" (as example) expecting files different from the txt lumps already packed within GZDoom, but got nothing at all except for the lumps themselves. I was just supposing GZDoom actually modified NERVE.WAD "on the fly" or something similar.
So reviewed again the mapinfo lumps. They're only using the directives "episode" and "map" for the new map names. Are these overwriting the wad's MAP## titles? And the strings the "lookup" directives are referencing are just empty in the language lump.
Sorry, but I think I'm old-school follower. If renaming from LEVEL## to MAP##, why does it still doesn't work with idclev? Not even using directive "levelnum" in mapinfo lump.
How does GZDoom actually rename NERVE.WAD's maps?
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Re: How does GZDoom actually rename NERVE.WAD's maps?
The function you have to look for is called RenameNerve in d_main.cpp
idclev doesn't work because it either looks for ExMy in Doom 1 mode or MAPxx in Doom 2 mode, but not for LEVELxx. Even with nerve.wad loaded there's still real MAP01-MAP09 entries.
idclev doesn't work because it either looks for ExMy in Doom 1 mode or MAPxx in Doom 2 mode, but not for LEVELxx. Even with nerve.wad loaded there's still real MAP01-MAP09 entries.
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Re: How does GZDoom actually rename NERVE.WAD's maps?
Thanks very much. I think it's what I needed.