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numiwadlumps
needs re-evaluation, else embedded DEHACKED lumps are skipped
#1101
numiwadlumps
needs re-evaluation, else embedded DEHACKED lumps are skipped
#1101
Comments
Wad is derived from one the user in this DW thread sent me: Oddly enough, that wad had a lot more sprites and other content, and it was the H0 and I0 frames of the spiderdemon that were causing problems. Renaming those fixed the wad, even though frames like SPIDA0D0 still existed. |
Not that odd, actually. The culprit is the Once the engine loads the IWAD, its value is set to Line 1666 in e69e50c
For my copy of DOOM2.wad that'd be 2919. Then the PWAD is loaded and the Line 209 in e69e50c
But then the lumps are merged in Line 553 in e69e50c
Thus, the Line 2023 in e69e50c
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Huh, neat, I was totally unaware of most of that. I guess this is a Chocolate Doom problem then? |
Yes, probably. I'll see if I can fix it there. |
numiwadlumps
needs re-evaluation, else embedded DEHACKED lumps are skipped
If a merged PWAD contains sprites, these get mangled into the IWAD sprites, changing the value of `numlumps` and thus invalidating the value of `numiwadlumps` determined earlier. Also, this variable is only used in one occasion, so only evaluate it as needed. This approach makes sure `numiwadlumps` points past the index of the last IWAD lump in the linear `lumpinfo[]` array. Fixes fabiangreffrath#1101
If a merged PWAD contains sprites, these get mangled into the IWAD sprites, changing the value of `numlumps` and thus invalidating the value of `numiwadlumps` determined earlier. Also, this variable is only used in one occasion, so only evaluate it as needed. This approach makes sure `numiwadlumps` points past the index of the last IWAD lump in the linear `lumpinfo[]` array. Fixes fabiangreffrath#1101
If a merged PWAD contains sprites, these get mangled into the IWAD sprites, changing the value of `numlumps` and thus invalidating the value of `numiwadlumps` determined earlier. Also, this variable is only used in one occasion, so only evaluate it as needed. This approach makes sure `numiwadlumps` points past the index of the last IWAD lump in the linear `lumpinfo[]` array. Fixes fabiangreffrath/crispy-doom#1101
Here's an odd one: This wad contains a sprite named SPIDA0D0, the first & fourth frame of the spiderdemon with rotation set to 0 so it's the same from all angles. The sprite itself loads fine, but causes the included DEHACKED lump to not be loaded, even with the
-dehlump
switch. All the DEH does is start you with 5 bullets instead of 50, and change the mapname of the first map.Loading the dehacked separately with
-deh
works fine. Deleting the SPIDA0D0 lump also makes the DEHACKED from the wad load fine.The wad & deh also load properly in Woof & DSDA-Doom. The deh doesn't load in Chocolate with
-dehlump -merge
but I don't know if that counts as accurate vanilla behaviour or not.spidbug.zip
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