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Set Comp Settings for Eternity Besides OPTIONS Lump?


Arsinikk

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I was wondering if there's anyway I could set up compatibility settings for Eternity besides using the OPTIONS lump.

(something like how ZDoom ports use ZMAPINFO defaultmap to define compatibility settings)

 

The main issue I'm having is that a map in my megawad requires the "comp_vile 1" for archviles to be able to resurrect corpses.

In Eternity, this is fine from my testing... However this setting can cause problems with other ports such as DSDA Doom and PrBoom Plus since they use the same lump.

 

This is because the OPTIONS lump is actually a lump that was added by MBF, and the setting itself is actually bugged.

It can cause resurrected monsters to become glued with Archviles. This thread here details this issue.

 

I was just wondering if there was an Eternity only file I could use to only force it in Eternity and not affect other ports.

(What I have been asking players to do at the moment is just to run Eternity with the "-vanilla" argument).

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I would recommend just putting the OPTIONS lump in and recommending that PrBoom+/dsda-doom players use -complevel 2. Contrary to initial reports in the thread you linked, monsters getting stuck together doesn't occur in cl2 (the OP didn't realize that complevel is saved as part of saved games), and the options in the OPTIONS lump don't take effect in cl2 anyway.

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5 minutes ago, Shepardus said:

the OP didn't realize that complevel is saved as part of saved games

So as a hypothetical, if my OPTIONS lump included "comp_blazing 0" (which fixes the double fast door closing sound), but I ran DSDA Doom with -complevel 2, it would still do the double fast door sound? And it would keep the double fast door sound if I saved and loaded the saved game?

 

I guess I got slightly confused by the fact that I thought the the OPTIONS were saved into the save game no matter what. But it seems that if you use a complevel, that it overrides the OPTIONS lump?

 

I guess that monsters would only get stuck together if you just dragged the wad directly on DSDA Doom without the complevel argument and then it would load the OPTIONS file, and cause monsters to get stuck together because of the DSDA Doom MBF/MBF21 default complevel.

 

I'm just wondering, is it just "comp_vile 1" that has incompatibilities with MBF, or is there other OPTIONS comp settings you know of that also have problems?
(Now that I'm thinking about it, it probably doesn't matter; since if you run the wad at -complevel 2, those potentially "broken" OPTIONS will just get overridden anyway)

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The concept of the OPTIONS lump comes from MBF, so it doesn't apply in any complevel below MBF compatibility (cl11). Additionally, the options that are new to MBF21 (listed in the MBF21 spec) do not take effect in any complevel below MBF21 (cl21). At least this is how it is in dsda-doom. I think PrBoom+ doesn't read the OPTIONS lump at all; for whatever reason this just didn't get ported over from MBF. It does have the menu options for the compatibility flags, though again these don't apply to complevels below 11. Woof!, being a direct descendent of MBF, also supports the OPTIONS lump. I haven't checked its behavior but I would guess it's the same as dsda-doom.

 

To clarify what I said about saved games, I mean that if you save a game under one complevel and load it under another (whether by launching the game with a different -complevel flag or using the TNTCOMP cheat between the save and the load), the complevel will revert to the one used to save the game.

 

Edit: By the way, for Woof! and dsda-doom, you can add a COMPLVL lump with a simple text string "vanilla", "boom", "mbf", or "mbf21" that specifies the complevel to use when a -complevel parameter isn't provided by the user.

Edited by Shepardus

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Thanks for the clarification!

 

18 minutes ago, Shepardus said:

Edit: By the way, for Woof! and dsda-doom, you can add a COMPLVL lump with a simple text string "vanilla", "boom", "mbf", or "mbf21" that specifies the complevel to use when a -complevel parameter isn't provided by the user.

This seems super cool! I definitely wanna try this out and see how it goes. Thanks!

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