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KEX versions of NERVE.WAD and Masterlevels.wad replace default Doom II artwork #1223
Comments
What does Sigil have to do with Doom 2? |
My apologies, I misnamed the topic, I meant to say NERVE.WAD. I've corrected the title but it looks like I got the details correct in the main post. |
I found the simplest workaround was just to create individual shortcuts for NERVE and Master Levels. I wonder if separating out the functions of -nosideload into two parameters might help for these cases? Right now, that command both prevents autoloading wads found in preset places and prevents using special exception rules for certain wads, and perhaps it's good to have -nosideload prevent looking for wads and another parameter, perhaps -nospecialrule , for disabling those unique rules like for Sigil II and so on? |
Background
Version of Crispy Doom: 7.0.0
Operating System and version: Windows 10 64 Bit
Game: (Doom/Heretic/Hexen/Strife/other) Doom II
Any loaded WADs and mods (please include full command line): crispy-doom.exe -iwad doom2.wad
Bug description
Observed behavior: When the KEX versions of NERVE and masterlevels are put into the default Doom2 directory for Crispydoom to find, they replace the default titlepic, m_doom, demo1 ,demo2, demo3, interpic, rsky1, rsky2, and rsky3 graphic lumps of Doom II with their own, with masterlevels taking precedence over nerve, which takes precedence over Doom2.wad. There are some music files as well, but these don't overwrite any existing music from Doom2.wad.
Expected behavior: Id keeps coming along and messing with perfection, creating a need for all these special handling rules. It looks like Crispy Doom already handles limiting CWILV lumps to only altering either NERVE or MASTERLEVELS, so perhaps the above lumps should be added to the same handling? That would keep them from stepping on toes.
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