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Problem wads
Posted: Fri May 01, 2009 7:25 pm
by Gez
Which important mods out there require compatibility flags but are not yet recognized by ZDoom?
For reference, the
list is currently those:
- Alien Vendetta map07 & map15
- Eternal Doom map28
- Hacx map17
- Massmouth 2, all maps
- Memento Mori map29
- Memento Mori 2 map03 & map25
- Nukemine e1m4
- Strain map02, map07 & map31
- Sudtic e2m6
- Teutic e3m4
- Void
I know of two which aren't yet listed:
- Community Chest map29 -- needs wallrunning enabled
- Suspended in Dusk map01 -- needs sectorsounds compatflag
Do you know of any others?
Re: Problem wads
Posted: Fri May 01, 2009 9:27 pm
by Ceeb
Pardon me, but what are compatability flags?
Re: Problem wads
Posted: Fri May 01, 2009 9:55 pm
by Xaser
HacX Map03 has the same problem as HacX Map17 and should be added to the list.
Re: Problem wads
Posted: Sat May 02, 2009 5:07 am
by Gez
Ceeb wrote:Pardon me, but what are compatability flags?
The original engine had some bugs which allowed special effects, for example
wallrunning may be necessary to reach a door before it closes. Since they are bugs, they are fixed. But since some levels have been designed with them in mind, they become impossible to play once the bugs are fixed. Hence, compatibility flags which allow to selectively restore bogus functions for the levels that need them. You can also set them up manually (Options -> Compatibility options) if you want the game play to be closer to Doom.
Re: Problem wads
Posted: Sat May 02, 2009 12:43 pm
by Ceeb
Ahh, I see. Like how some dummy frames have to be defined in ZDoom's decorate files because some DeHackEd patches used them, yes?
Re: Problem wads
Posted: Sat May 02, 2009 1:30 pm
by Gez
In a way, yes.
So, HacX map03, and that's all?
Re: Problem wads
Posted: Sat May 02, 2009 2:04 pm
by Graf Zahl
Some of the listed maps are already handled by the compatibility lump. If you find some that don't please post a bug report that contains a link to the WAD and the compatibility flags that need to be set so that it can be added to the compatibility lump.
Re: Problem wads
Posted: Sat May 02, 2009 2:10 pm
by Nash
How do those weird bunch of random numbers translate into WAD name and map name? o_O
Re: Problem wads
Posted: Sat May 02, 2009 2:14 pm
by Ceeb
Nash wrote:How do those weird bunch of random numbers translate into WAD name and map name? o_O
Checksum maybe?
Re: Problem wads
Posted: Sat May 02, 2009 2:22 pm
by Gez
Graf Zahl wrote:Some of the listed maps are already handled by the compatibility lump. If you find some that don't please post a bug report that contains a link to the WAD and the compatibility flags that need to be set so that it can be added to the compatibility lump.
That was the aim of that thread. I first listed all those that are already there just so they wouldn't be reported here.
Nash wrote:How do those weird bunch of random numbers translate into WAD name and map name? o_O
They are indeed MD5 checksums. ZDoom calculates it for each map automatically and compares it with the checksums listed in compatibility.txt. Use the console command "mapchecksum <lumpname>" to get it for a map. For example, excerpt from my logfile:
Code: Select all
]mapchecksum E1M1
006DEAB129C225F3ED4BF70F67A122F9 // E1M1
And now you know the checksum for Heretic's E1M1, Shadow of the Serpent Riders version.
Re: Problem wads
Posted: Sat May 02, 2009 2:37 pm
by Pinky's ass
UAC_DEAD?

Re: Problem wads
Posted: Sat May 02, 2009 2:41 pm
by Ceeb
Pinky's ass wrote:UAC_DEAD?

I think I've heard of that... It's an example WAD in the Doom Hacker's Guide book I bought.
Re: Problem wads
Posted: Sat May 02, 2009 2:42 pm
by Pinky's ass
Ceeb wrote:Pinky's ass wrote:UAC_DEAD?

I think I've heard of that... It's an example WAD in the Doom Hacker's Guide book I bought.
Yeah, yeah, it has the 666 sector bug.