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Support WadSmoosh for GZDoom's 4.6.0 changes #13

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strangebit
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@strangebit strangebit commented May 26, 2021

GZDoom 4.6.0 changed the AutoName for WadSmoosh:
doom.id.doom2.wadsmoosh -> doom.id.wadsmoosh

We support this by essentially copying the doom.id.doom2 lump filter folder as doom.id.wadsmoosh. In order to avoid duplicating the supershotgun sprites, however, we move these to doom.id. This is unfortunately complicated by the fact that using the IDKFA cheat will give the player the super shotgun if any of the sht2~ sprites exist. We do not want this behaviour in DOOM 1 IWADs. For this reason, instead of putting the sht2~ supershotgun sprites into the sprites folder, we put them into a placeholder folder so that they are not automatically recognized and imported as sprites. We can then use a textures lump to re-import them as sprites only within the doom.id.doom2 and doom.id.wadsmoosh lump filters.

See @madame-rachelle for this method, as used in WidePix:
nashmuhandes/WidePix@89dac47
https://forum.zdoom.org/viewtopic.php?p=1190878#p1190878


This PR is designed to merge into master, but I also have a backport of this onto tag-v3.2.1 (3a8972d) if that is easier for a new release. See strangebit:wadsmoosh-gzdoom_4.6.0_onto_tag-3.2.1 (72b277f). It has the exact same set of changes as this, except for one thing: the new filter/doom.id.wadsmoosh/zscript.zc file does not include zscript/ZPerkMixin.zc.

GZDoom 4.6.0 changed the AutoName for WadSmoosh:
doom.id.doom2.wadsmoosh -> doom.id.wadsmoosh

We support this by essentially copying the doom.id.doom2 lump filter
folder as doom.id.wadsmoosh. In order to avoid duplicating the
supershotgun sprites, however, we move these to doom.id. This is
unfortunately complicated by the fact that using the IDKFA cheat will
give the player the super shotgun if any of the sht2~ sprites exist. We
do not want this behaviour in DOOM 1 IWADs. For this reason, instead of
putting the sht2~ supershotgun sprites into the sprites folder, we put
them into a placeholder folder so that they are not automatically
recognized and imported as sprites. We can then use a textures lump to
re-import them as sprites only within the doom.id.doom2 and
doom.id.wadsmoosh lump filters.

See @madame-rachelle for this method, as used in WidePix:
nashmuhandes/WidePix@89dac47
https://forum.zdoom.org/viewtopic.php?p=1190878#p1190878
@strangebit strangebit marked this pull request as ready for review June 29, 2021 15:32
@NightFright2k19 NightFright2k19 merged commit 73e2584 into NightFright2k19:master Jun 30, 2021
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2 participants