myk
volveré y seré millones

Posts: 14420
Registered: 04-02 |
Suppose you were to include replacements for the imp's death frames. You'd still have to include a copy of every sprite frame you did not modify (and not just from the imp, from all things,) as well, for the vanilla game to function (or you get errors like the ones you're getting). With flats, you'd have to include every flat normally found in the game in addition to the new ones, in one WAD. Originally the method was to merge the PWAD contents into the IWAD, creating a modified IWAD. That's potentially messy, as the IWAD could get corrupted or the like. Thus DOOM editing application developers later made programs that merged the necessary stuff into the PWAD, instead. Chocolate Doom emulates this process for you. Instead of having to run a program to patch your IWAD or your PWAD, Chocolate Doom behaves a bit differently from when -file is used, to manage the same result.
Fraggle specifically incorporated the -merge parameter so people developing vanilla WADs with Chocolate Doom could still make sure the WADs were vanilla compatible (needing to be patched). Source ports starting from Boom, on the other hand, always load WADs with new flats or modified sprites as if they were merged, using the usual -file parameter.
If you aren't getting errors using -merge, the issue is resolved and all you need to do is note in the text file that users who use (vanilla) Doom need to patch the PWAD with DeuSF (just the sprites, if you used F_END, though if they patch both it should work, too) before they load the PWAD with -file, that those who use Chocolate only need to use -merge instead of -file, and that those who use an advanced port just need to apply -file (or drag and drop) as usual.
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