From 71d316afb2ae7191a4ef6fac2d757238ae3616e1 Mon Sep 17 00:00:00 2001 From: Simon Howard Date: Sat, 22 Oct 2011 18:24:08 +0000 Subject: Fix teleport behavior when emulating the alternate Final Doom executable. Change the default Final Doom emulation mode to be the original executable. Subversion-branch: /trunk/chocolate-doom Subversion-revision: 2457 --- NEWS | 2 ++ NOT-BUGS | 24 ++++++++++++++++++++++++ src/d_main.c | 8 +++++--- src/p_telept.c | 17 ++++++++--------- 4 files changed, 39 insertions(+), 12 deletions(-) diff --git a/NEWS b/NEWS index 36d7180a..9a5b37da 100644 --- a/NEWS +++ b/NEWS @@ -5,6 +5,8 @@ * Fix bug with detection of IWAD type by filename (thanks mether). * Reduce palette accuracy to 6 bits per channel, to more accurately emulate the PC VGA hardware (thanks GhostlyDeath). + * Fix teleport behavior when emulating the alternate Final Doom + executable (-gameversion final2) (thanks xttl). 1.6.0 (2011-05-17): diff --git a/NOT-BUGS b/NOT-BUGS index 2a6c6500..225319d2 100644 --- a/NOT-BUGS +++ b/NOT-BUGS @@ -31,6 +31,30 @@ upgrade. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +== Game exits in demo loop when playing Final Doom == + +When playing with the Final Doom IWAD files (tnt.wad, plutonia.wad), +if you leave the game at the title screen to play through the demo +loop, it will eventually exit with the following error message: + + W_GetNumForName: demo4 not found! + +This is the same behavior as the Vanilla executables that were +bundled with Final Doom. When Ultimate Doom was developed, a fourth +demo was added to the demo loop, and this change was retained in the +Final Doom version of the executable. However, the Final Doom IWADs +do not include a fourth demo, so the game crashes. + +An alternate version of Final Doom was included in the Id Anthology +boxed set, and this version of the game fixed this bug. However, this +version also changes the teleport behavior, so the default is to +emulate the most commonly distributed version of the game. To use +the alternate version, run with: + + chocolate-doom -gameversion final2 + +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + == Game exits when accessing the options menu == The game may exit with the message "Bad V_DrawPatch" when accessing diff --git a/src/d_main.c b/src/d_main.c index 613db3c1..1c757088 100644 --- a/src/d_main.c +++ b/src/d_main.c @@ -735,10 +735,12 @@ static void InitGameVersion(void) else { // Final Doom: tnt or plutonia - // Default to the "alt" version of the executable that - // fixes the demo loop behavior. + // Defaults to emulating the first Final Doom executable, + // which has the crash in the demo loop; however, having + // this as the default should mean that it plays back + // most demos correctly. - gameversion = exe_final2; + gameversion = exe_final; } } } diff --git a/src/p_telept.c b/src/p_telept.c index abd307c5..73c3e9b5 100644 --- a/src/p_telept.c +++ b/src/p_telept.c @@ -104,19 +104,18 @@ EV_Teleport if (!P_TeleportMove (thing, m->x, m->y)) return 0; - - // fraggle: this was changed in final doom, - // problem between normal doom2 1.9 and final doom - // - // Note that although chex.exe is based on Final Doom, - // it does not have this quirk. - if (gameversion < exe_final || gameversion == exe_chex) + // The first Final Doom executable does not set thing->z + // when teleporting. This quirk is unique to this + // particular version; the later version included in + // some versions of the Id Anthology fixed this. + + if (gameversion != exe_final) thing->z = thing->floorz; - + if (thing->player) thing->player->viewz = thing->z+thing->player->viewheight; - + // spawn teleport fog at source and destination fog = P_SpawnMobj (oldx, oldy, oldz, MT_TFOG); S_StartSound (fog, sfx_telept); -- cgit v1.2.3