Gez
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Posts: 2455
Registered: 07-07 |
code: 11 ; Note: some of the textures, despite existing with the
12 ; same name in both Doom1 and Doom2, are nonetheless
13 ; different textures. Where they differ, the Doom2
14 ; version is used. Here is a partial list of some of the
15 ; textures affected:
16 ;
17 ; sw[12]brcom
18 ; sw[12]brn1
19 ; sw[12]exit
20 ; sw[12]starg
21 ; sw[12]ston2
22 ; sw[12]stone
Honestly, I'd advise using the Doom definition instead of the Doom 2 definitions for these switches. Why? Because these switches are uselessly redundant in Doom 2. They put them in the wad because they were declared in the exe and the engine might have complained if it didn't find them, but they did not use them in the maps. The definitions of them make them all clones of SW.BRCOM. While some mods might have used SW.STARG where the mapper wanted to use a brown concrete wall, I think the increased texture choice is much better when making maps for Freedoom itself, and allows real compatibility for maps made for Doom 1.
SW.BRCOM itself is identical in Doom and Doom 2.
SW[12]BRN1 ought to be:
code:
SW1BRN1 64 128
* WALL02_2 0 56
* WALL02_2 0 0
* SW3S0 15 75
SW2BRN1 64 128
* WALL02_2 0 56
* WALL02_2 0 0
* SW3S1 15 75
(The definition of SW2BRN1 in Doom.wad also includes two STEP07 patches that are completely hidden by the WALL02_2 patches and therefore irrelevant.)
SW.EXIT is identical in both games, contrarily to what the comment says.
SW[12]STARG ought to be:
code:
SW1STARG 128 128
* SW19_4 0 0
* SW19_3 0 64
* SW3S0 48 76
SW2STARG 128 128
* SW19_4 0 0
* SW19_3 0 64
* SW3S1 48 76
SW[12]STON2 ought to be:
code:
SW1STON2 64 128
* W28_5 0 0
* W28_8 0 64
* WARNB 24 73
SW2STON2 64 128
* W28_5 0 0
* W28_8 0 64
* WARNA 24 73
SW[12]STONE ought to be:
code:
SW1STONE 64 128
* WALL01_1 0 0
* WALL01_2 16 0
* WALL01_3 32 0
* WALL01_4 48 0
* WALL01_1 0 72
* WALL01_2 16 72
* WALL01_3 32 72
* WALL01_4 48 72
* W33_8 0 64
* W33_8 0 120
* SW1S0 16 72
SW2STONE 64 128
* WALL01_1 0 0
* WALL01_2 16 0
* WALL01_3 32 0
* WALL01_4 48 0
* WALL01_1 0 72
* WALL01_2 16 72
* WALL01_3 32 72
* WALL01_4 48 72
* W33_8 0 64
* W33_8 0 120
* SW1S1 16 72
As far as I remember, the other conflicting textures are the skies (using SKY patches in Doom, RSKY patches in Doom 2), the BIGDOOR7 texture (the Doom definition is bogus as its patches are incorrectly offset by -4, the texture is bugfixed but otherwise identical in Doom 2), and three, technically four, of the STEP textures:
STEP1: 32x8 STEP04 in Doom, 32x16 with added STEP05x2 in Doom 2.
STEP2: 32x8 STEP03 in Doom, 32x16 with added SW11_4 in Doom 2.
STEP3: 32x8 STEP05 in Doom, 32x16 with added STEP05 in Doom 2. (Practically identical result.)
STEP4: 32x16 STEP06 x2, identical in both games.
STEP5: 32x16 STEP09 x2 in Doom, STEP09 + STEP08 in Doom 2.
STEP6: 32x16 STEP10+STEP07, identical in both games.
IIRC, that's all.
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