Zed Posted January 13, 2015 Hi there. I was looking at the TNT31 wad realeased as a fix for the missing yellow key. I opened it in Doombuilder, and as I understand it, it's just MAP31 with the yellow key in it. Now, a couple of questions. First, it seems the only difference is that they added the yellow key (obvious, I know), so I was wondering, is it the same as taking TNT.WAD, adding the yellow key to MAP31 and be done with it? Does the fix has some other addition(s) for, like, demo compatibility or something? Will I screw up my TNT.WAD if I edit it that way, can I still play demos if I do that? Is it basically the same that adding -file tnt31 to the command line? Maybe some of the questions are redundant, I honestly don't know much about this. What do you think? EDIT 0 Share this post Link to post
Catoptromancy Posted January 13, 2015 Just hop on the chair and +use until the door opens. 0 Share this post Link to post
BlueFeena Posted January 13, 2015 You won't be able to use your TNT wad for multiplayer, as modifying MAP31 will obviously cause the wad to differ from what everyone else has. Also, the MAP31 fix has different nodes by my understanding. I think there's a trap that doesn't fire correctly in the base level, something that Team TNT was aware of but id opted not to fix it for whatever reason. 0 Share this post Link to post
Blastfrog Posted January 13, 2015 I'm really disappointed with how uncommon the id Anthology patched versions of Final Doom are in general. Doesn't help that it was the only distribution (and only SOME copies) with the only known update to Final Doom and the patch hasn't been reintroduced since. id really needs to step up their game and use properly fixed versions of their own games that they already made. I wonder which one the PSX guys used. Probably the shitty old one. I wonder if they addressed any of the multiplayer problems in a different way than the rare patched PC version (or if they did anything at all if it was based on the unpatched version). 0 Share this post Link to post
Vermil Posted January 13, 2015 Someone might also raise the possibility of HeXen DK on Steam and whatnot, being updated to 1.1 (as is my understanding, HeXen DK has never been released with it's patch built in; I haven't got HeXen DK from Steam or similar). But it could be that current ID/whoever simply doesn't know. 0 Share this post Link to post
DoomGater Posted January 13, 2015 id / beth doesn't care for those old games any more. They just want cash, they don't care for respect. 0 Share this post Link to post
Never_Again Posted January 13, 2015 Zed said:First, it seems the only difference is that they added the yellow key The yellow key is there in the original, it just has the Multiplayer-only bit set Zed said:so I was wondering, is it the same as taking TNT.WAD, adding the yellow key to MAP31 and be done with it? No. There's also a nodes error in the original that sets off the sergeant trap in the hallway leading to the megasphere prematurely. One of them teleports into a lowering passage too early and, as his head is stuck in the sector's ceiling, the sector won't lower. Autoaim won't pick him in that position so you don't get 100% kills. Zed said:Does the fix has some other addition(s) for, like, demo compatibility or something? Will I screw up my TNT.WAD if I edit it that way, can I still play demos if I do that? Demos recorded with the patch loaded will desync on playback without the patch, and vice versa. Zed said:Maybe some of the questions are redundant http://doomwiki.org/wiki/MAP31:_Pharaoh_%28TNT:_Evilution%29#Bugs 0 Share this post Link to post
Enjay Posted January 13, 2015 Related: http://www.doomworld.com/vb/doom-general/47749-tnt-map31-officially-fixed-in-some-versions/ 0 Share this post Link to post