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Can't start "Doom 2 In Name Only" in vanilla Doom

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I try using Doom2+ (which is like vanilla Doom 2 but with raised limits) to start the mod (https://www.doomworld.com/idgames/levels/doom2/megawads/d2ino), the WAD is loaded, the game starts, but when I start a new game (level 1), Doom 2 quits with this error: 

 

Z_CheckHeap: block size does not touch the next block

 

Doesn't matter if I try with or without the Dehacked patch.

 

The wad is listed in the vanilla megawads /idgames location and says it's vanilla/Chocolate Doom compatible.

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I experienced the same thing. (First time I tried DOOM2P with this win 8.1 computer) But for no reason it works after I only right clicked the exe and viewed out all the compatibility and user rights menus without changing anything. Windows quirks?

Spoiler

oBhK5Xc.jpg

 

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I didn't get any error in doom.exe 1.9 on winxp. I loaded the wad, then started a new game and map01 started fine (I was using -nomusic with pc speaker sfx and d2ino.wad that is 19,737,215 bytes).

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It seems that the music on the first level is precisely the problem. You can directly warp to any other level at startup and it'll load without an error, but -warp 1 will produce the same error mentioned in the OP: -nomusic also allows the first level to load without error, as will the rare random startup because of DOSBox frustratingly skipping the sound card check (this is a problem common to many games when using DOSBox).

 

While inspecting this problem, I also tried to load in the DeHackEd patch vanilla-style (using DOOM2.EXE, not DOOMP.EXE) and got this error during startup:

W_GetNumForName: STGNUM1144824578 not found!

 

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What music driver are you using in Doom's setup (under DOSBox)? I'm using the "Sound Canvas" (not Blaster) driver just to get the OS native MIDI quality playing.

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