Grazza
omg lolcano

Posts: 9587
Registered: 07-02 |
Searcher said:
I still don't know why prboom had to be told to act like a boom compat. port.
Because it can act like various exes, including Doom2.exe, Boom and MBF. If you tell it to act like Doom2.exe, then Boom specials won't work, and Boom behaviour won't be applied (this includes things like stair building method, floor motion, linedef trigger model - pretty fundamental stuff). Likewise if you tell it to behave like Boom, then some vanilla maps will be fouled up by this. If you leave it on the default compat setting, then the behaviour will depend on the individual settings for the many compatibility options, together with the weapon and monster behaviour options. Obviously the default options can't be appropriate in all cases, and if you adjust them to play one map, then they may not be appropriate for the next map you play. Most of the wads I play are either for vanilla or for Boom, so I just have the default compability set for vanilla, and adjust it to Boom for those maps that need it. (Well, I use prboom-plus pretty much exclusively, but the same principle applies.)
Searcher said:
I was just re-reading the post and saw this, just below. Perhaps the crbrick texture is in the prboom.wad that it failed to load.
"Failed to autoload prboom.wad"
Perhaps is is that bug you mentioned Grazza. I assumed it would look for its own prboom.wad in the folder it started from.
If it is failing to find prboom.wad, then that will definitely cause serious problems. It's hard for me to say if this bug is causing this problem, but it sounds likely. For me, it does find prboom.wad, but maybe that is because it is locating another file with this name somewhere in the PATH.
|