Blzut3
Member
Posts: 377
Registered: 06-04 |
printz said:
Indeed, my Wolfenstein won't work with the Apogee preprocessor macros (just CARMACIZED, not GOODTIMES). Note that my "signon" screen shows the GT Interactive Software logo (same company who distributed Ultimate Doom in England), not AcTiVisioN. Or is the signon screen executable-specific (and thus part of the Wolf4SDL distribution) and not WL6-specific?
There are three releases of 1.4 as far as the WL6 files are concerned. Since the signon is in the exe they of course will all differ there.
- Apogee 1.4 and Apogee 1.4g
- GT#1 and ID
- GT#2 and Activision
IIRC Wolf4SDL uses the same binary for the last two so it would seem the chunks are in the same order and thus would be compatible. Of course I can't comment on the actual differences there since the patches were generated by Adam Biser and are one way.
Quasar said:
It's not my project, but, if it were, I'd probably be looking at replacing that lame form of resource management via direct indices with some kind of indirected lookup table. Then you could have one lookup per known resource file version and all this mess could be avoided. Then in the future, rather than changing 500 places in the code to reference a different resource, just change the indirection table.
ECWolf uses the resource code from ZDoom, so you could run the Apogee release by simply editing the WL6MAP.txt in the ecwolf.pk3. (Nothing is looked up by index.) Doing detection at run time, while possible, really isn't in my interest though as it, in my opinion at least, just creates more variables with next to no benefit. If I were to also extend support to 1.1 and 1.2, it could also create issues with multiplayer in the future.
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