Switches won't activate in some Doom2 megawads
Hi folks, first post here.
For a while I've been noticing a problem with some switches not activating in some megawads I've tried, as far as I can tell all switches work fine in all official releases (D1, D2, Plutonia, TNT) but some "third party" megawads have this issue to the point of the whole game becoming unplayable. These are all kinds of switches you normally encounter in the course of the game and some of them just won't activate for some reason. The doors all work fine though. I usually wouldn't pay much attention and just move on to the next megawad but I've started playing Whispers of Satan now and these unflippable switches are virtually on every map (starting on map 1 actually). I like this WAD and it's really a showstopper so I decided I'd ask. Is this a known limitation with WADs built using some sort of hacks, and is there a way around?
For the record, this is on Mac OS X, running 1.9.0 beta 6.9. I briefly tried it on 1.9.7 (which I don't like because it's too demanding for my ageing machine) but apparenty the problem persists there as well.
Any tips greatly appreciated.
For a while I've been noticing a problem with some switches not activating in some megawads I've tried, as far as I can tell all switches work fine in all official releases (D1, D2, Plutonia, TNT) but some "third party" megawads have this issue to the point of the whole game becoming unplayable. These are all kinds of switches you normally encounter in the course of the game and some of them just won't activate for some reason. The doors all work fine though. I usually wouldn't pay much attention and just move on to the next megawad but I've started playing Whispers of Satan now and these unflippable switches are virtually on every map (starting on map 1 actually). I like this WAD and it's really a showstopper so I decided I'd ask. Is this a known limitation with WADs built using some sort of hacks, and is there a way around?
For the record, this is on Mac OS X, running 1.9.0 beta 6.9. I briefly tried it on 1.9.7 (which I don't like because it's too demanding for my ageing machine) but apparenty the problem persists there as well.
Any tips greatly appreciated.
Comments
http://doomwiki.org/wiki/Comparison_of_ ... patibility
That's right, I saw that. Is that the reason? And the next logical question: any plans for Boom support, or possible workarounds?
Thanks for the advice! I'm totally committed to upgrading to 1.9.7 (and every next version for that matter), all I'm waiting is for Apple to release Ivy Bridge iMacs, and since I'm hoping they should be out any day now I'm kind procrastinating on customizing anything on this machine )
Boom support is planned however it hasn't yet been scheduled for a particular release. I've been working toward supporting the full Boom feature set pretty much since I joined the Deng project. There is a considerable amount of work involved to do the concept justice without losing any of the audio/visual perks or compatibility with existing mods. We'll get there though
Cheers DaniJ, I'll be totally looking forward to it. Meanwhile, will try to stick to WADS that don't require Boom
And thanks for all the hard work!
At the time, I said it was behavior ZDoom changed, but if the claims of the wads txt files are true; that the wad worked on Doom Legacy, that might indicate it was a behavioral change Boom made to Vanilla Doom that by extension is also in ZDoom.
Note that as well as adding new editing features, Boom also changed some basic game behavior.
The state of Doom ports cross compatibility is a real mess; You've got Vanilla Doom behavior, Boom behavior, behavior, ZDoom behavior and others etc etc. Long before we even get to port specific modding features.