I did a bunch of experimentation on this. It turns out GZDoom apparently isn't reading the intermission number font graphics (WINUM0-WINUM9 at the least, but probably also WIPCNT, WICOLON, and WIMINUS) from PK3 files, even though it does read them from WAD files.JPL wrote:Hmm, that's definitely not being done intentionally, and I have no idea why it happens. WadSmoosh doesn't contain any data that overrides the intermission screens.Yarn366 wrote:I noticed that level intermissions look a bit different in WadSmoosh than they do normally: lines have more space in between, and numbers are gray instead of red and kerned a bit differently. Is this intentional, and if so, how is it being done (out of curiosity)? I couldn't find anything in WadSmoosh's files that affect how text is displayed on that screen (apart from the addition of level author credits).
One wild guess is that, under the hood, GZDoom is treating WadSmoosh like Doom 2 in some senses, and some data it's using for doom 1 (eg in the "filter" subdirectory) isn't used in quite the same way here.
To see what I mean, first create a WAD file (I'll call it NUM_FONT.WAD) containing only the aforementioned lumps (WINUM0-WINUM9, WIPCNT, WICOLON, WIMINUS), a PK3 file (I'll call it NUM_FONT.PK3) with the same lumps in a "graphics" folder, and a version of DOOM2.WAD without those lumps. If you load only the modified DOOM2.WAD, the intermission screen will look like the one in WadSmoosh (minus the map author, of course). If you load NUM_FONT.WAD (or whatever you name it) on top, that screen will look correct. However, if you load the PK3 version instead (still on top of the modified DOOM2.WAD), the screen will look like the (wrong) WadSmoosh one.
The rest of the text on the intermission screen (such as "kills" and "items") does load properly from PK3 files; it's just the numbers and possibly the symbols that aren't used.