I just learned that GZDoom changes NERVE.WAD's level names from MAP01-09 to LEVEL01-09 for compatibility with Doom 2 BFG.
I was proposing to use instead MAP33-41, so that idclev and other console/command line commands also work like in Doom 2, while still retaining compatibility with BFG edition.
Think it's possible? Thanks.
Change NERVE.WAD level names from LEVEL## to MAP33 onwards
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Re: Change NERVE.WAD level names from LEVEL## to MAP33 onwards
Nobody here uses idclev anymore. We use the "map" console command.
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Re: Change NERVE.WAD level names from LEVEL## to MAP33 onwards
Technically can be done with LevelNum property I think. Look at how the map slots in Hexen are completely disconnected from their visit## number, e.g. MAP28 is visit14, not visit28.
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Re: Change NERVE.WAD level names from LEVEL## to MAP33 onwards
Ok, "nobody uses idclev anymore".
I just had thought that, however hard-coded the name changes from "MAP##" to "LEVEL##" were, it was probably very simple to just change the strings again...
I just had thought that, however hard-coded the name changes from "MAP##" to "LEVEL##" were, it was probably very simple to just change the strings again...
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Re: Change NERVE.WAD level names from LEVEL## to MAP33 onwards
By now there's so many mods that use non-standard map names that I completely stopped using idclev. Most of the time I even use 'changemap' instead of 'map' because it doesn't strip the inventory.
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Re: Change NERVE.WAD level names from LEVEL## to MAP33 onwards
I did testings.
Edited NERVE.WAD using SLADE just like GZDoom does at the end of the function:
https://github.com/ZDoom/gzdoom/blob/ma ... .cpp#L2384
but using the nomenclature I proposed in OP: instead of "LEVEL##" use "MAP33" onwards.
Then created a mapinfo.txt lump, being just an excerpt of the doom2.txt core lump with only the relevant parts for NERVE.WAD, and also changing all LEVEL## references for MAP33 onwards, and changing *only* these.
Packed the txt lump into a PK3, and ran GZDoom with -iwad DOOM2.WAD, and both custom NERVE.WAD and custom.pk3.
Results:
**Everything worked as wanted**.
idclev works, console map command works, music works correctly, playing through in general as well.
Also, levelnum directive in mapinfo.txt was not needed neither.
So both current school and old school users could remain happy.
This makes me thing that, if making proposed changes just to the aforementioned function, it would work just as good, *without* doing any complicated stuff of the like.
Probably a similar reasoning could have been done for Master Levels, but given the way they were originally released back in time, more like *individual* WADS, probably indeed leave it like that in this case.
Edited NERVE.WAD using SLADE just like GZDoom does at the end of the function:
https://github.com/ZDoom/gzdoom/blob/ma ... .cpp#L2384
but using the nomenclature I proposed in OP: instead of "LEVEL##" use "MAP33" onwards.
Then created a mapinfo.txt lump, being just an excerpt of the doom2.txt core lump with only the relevant parts for NERVE.WAD, and also changing all LEVEL## references for MAP33 onwards, and changing *only* these.
Packed the txt lump into a PK3, and ran GZDoom with -iwad DOOM2.WAD, and both custom NERVE.WAD and custom.pk3.
Results:
**Everything worked as wanted**.
idclev works, console map command works, music works correctly, playing through in general as well.
Also, levelnum directive in mapinfo.txt was not needed neither.
So both current school and old school users could remain happy.
This makes me thing that, if making proposed changes just to the aforementioned function, it would work just as good, *without* doing any complicated stuff of the like.
Probably a similar reasoning could have been done for Master Levels, but given the way they were originally released back in time, more like *individual* WADS, probably indeed leave it like that in this case.
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- Lead GZDoom+Raze Developer
- Posts: 49130
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Change NERVE.WAD level names from LEVEL## to MAP33 onwards
We won't break established naming some external tools may depend on just because one user is too attached to the idclev cheat. Everything will remain as it is.