I thought my posts were getting to long, so I try to compress, but some of those responses just leave me incredulous as to the level of misinterpretation that is possible. You might even lead me to start calling others silly, idiotic, too, and I want to resist any such crass impulse, so I don't. Read-the-instructions assumes the user has the information (often missing), and the author knew (see CommunityChest wads with zdoom levels), and the author documented it clearly (ha ha).
Of course I know that an editor generates such files, with whatever file identification that is appropriate. With text editors that can output in RTF, ASCII, and WORD format, it seems too obvious that the port specific editor can generate a selected output format. Are ZDoom wads actually created by wad editors with no Zdoom specific enhancements ???
I find that hard to believe.
A user could submit a text file as a wad, but at least it would be missing the "PWAD" header.
Versioning of file formats is necessary to prevent misapplication in any context where a user can submit a file of their choice. Quality tools do not leave it up the user to guard against submitting a file of the wrong version. Lower-quality tools have instructions that blame the users, mostly to avoid the work.
I do not want DoomLegacy to be a lower-quality port, so I do not accept the blame-the-user excuse when encountering wad enhancements that do not have version hints. I did not expect to play them all.
It would be best of all if I did not need to modify DoomLegacy because of ZDoom specific enhancements, but that is not possible anymore. It changed the kind of mistakes that users can now make.
Adding section names (lumps, textures, etc.), within the outer format relied upon the previous ports tendency to ignore such unknown sections. This has been the traditional wad format enhancement because vanilla doom ignored the unknown.
I had not said all this before because it just seemed too obvious to experienced developers. I can only suppose that the intention was to ridicule as much as possible by ignoring the obvious.
I think the only way this would be understood would be if another port accepted zdoom wads but with different parameter ranges (adapted to their existing code) and then their wads got confused with the pure zdoom ones. We would then see how much YOU like having to search the wad text file for hints, assuming the author left any.
And Community Chest projects would now have the author who did not realize they were using an incompatible alternate-zdoom-ism, instead of the pure-zdoom-isms.
As an example of proper headers: DoomLegacy save game and demo headers now include a unique DoomLegacy id line, the version of DoomLegacy, the version number of the format, the wad name, and more. Other ports can detect it immediately, and it is at least possible to identify all loading incompatibilities, without guessing. This is not to say that handling all previous save games or demo formats would be done, but it would be much easier. Just look at what prboom did along this same line, and then keep telling me that is all wrong, it should just be in the instructions.
Last edited by wesleyjohnson on 10-17-12 at 22:33