Linguica Posted December 3, 2015 Hi, I have a couple Doom 2 WAD+DEH demos that appear to be version 1.9 (they start with a "109" byte) but which desync, even when played in DOSBox. I have every reason to believe they were recorded with whatever German version of Doom existed at the time, but I've never heard of any desyncing issues from using a German version, and I thought the 1.9 doom2.exe was universal in any case. Does anyone have any insights or is this probably a lost cause? 0 Share this post Link to post
Andrea Rovenski Posted December 3, 2015 Wasn't the german version censored to remove some things? That could probably have some weird effect somewhere. 0 Share this post Link to post
Gez Posted December 3, 2015 AFAIK the two secret levels were removed, but I'm not aware of any other change. If there are no other changes, and the demos don't visit the secret exit of MAP15, then I don't see what would cause desyncs. 0 Share this post Link to post
Rayziik Posted December 3, 2015 According to this site: "The German version of 1.666 uses a different executable and its copy of DOOM2.WAD omits the MAP31 and MAP32 secret levels." If the German exe is based on 1.666, wouldn't that not run v1.9 demos? I could be talking out of my ass though. 0 Share this post Link to post
Andrea Rovenski Posted December 3, 2015 Gez said:AFAIK the two secret levels were removed, but I'm not aware of any other change. If there are no other changes, and the demos don't visit the secret exit of MAP15, then I don't see what would cause desyncs. was the exit removed as well? or would it just send you to map 16? 0 Share this post Link to post
Gez Posted December 4, 2015 Cyberdemon531 said:was the exit removed as well? or would it just send you to map 16? I don't know if they've changed the map; but the engine will turn a secret exit into a normal exit if MAP31 is missing. // Here's for the german edition. void G_SecretExitLevel (void) { // IF NO WOLF3D LEVELS, NO SECRET EXIT! if ( (gamemode == commercial) && (W_CheckNumForName("map31")<0)) secretexit = false; else secretexit = true; gameaction = ga_completed; } 0 Share this post Link to post