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sparerib1968 said:
About the switch problem, should I anticipate a fix in the near future?
Yeah I think Q had finished a fix last night, but I was going to bed and didn't find out for sure.
sparerib1968 said:
Since I've never done any mapping for Doom, I don't completely understand your explaination. I got that there are some flag bits set wrongly in the DOOM.WAD, and that this bug was never noticed until now because DOOM.EXE ignores these bits. Eternity uses these bits for a feature which is incompatible in the context of this switch, right?
Well, I'm not a coder, but basically: flags are properties that each line can have checked. Standard ones are impassible, block sound, block monster, two-sided, display as secret (solid red on automap), don't display at all (invisible on automap), display automatically (shows on automap when starting a level), and upper or lower unpeg (for texture attachments/alignments). If you looked at the line's raw data that Q posted above, it's a series of 1's and 0's to tell which flags are enabled or disabled. The flag data format allows for more than just these default flags though, so when ports like Boom and Eternity add more flags, they don't restructure the current flagging setup, they just use more of what's already available (you'll see there's 16 digits available, but only 9 default flags). In 99% of cases, these extra flags will be 0's because they weren't available to use in doom.exe, but in the case of the map in question, a considerable portion of them are 1's for some reason, so when a port like Boom uses the first extra flag for "usethru" and Eternity uses a second custom flag for 3DMidTex, they become enabled. As another example, if Zdoom had decided to make the second custom flag "scroll texture vertically", this map would have a bunch of scrolling walls that aren't supposed to be scrolling. The ideal fix would be a proper patch from id, but since that's not going to happen, the source ports will have to come up with their own workarounds.
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