How does GZDoom actually rename NERVE.WAD's maps?

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sacarias
Posts: 44
Joined: Wed Oct 02, 2019 9:39 am

How does GZDoom actually rename NERVE.WAD's maps?

Post by sacarias »

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.
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
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Re: How does GZDoom actually rename NERVE.WAD's maps?

Post by Graf Zahl »

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.
sacarias
Posts: 44
Joined: Wed Oct 02, 2019 9:39 am

Re: How does GZDoom actually rename NERVE.WAD's maps?

Post by sacarias »

Thanks very much. I think it's what I needed.

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