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"Announce map on entry" setting uses wrong name #587

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0n-s opened this issue Jan 25, 2025 · 4 comments
Open

"Announce map on entry" setting uses wrong name #587

0n-s opened this issue Jan 25, 2025 · 4 comments

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@0n-s
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0n-s commented Jan 25, 2025

When entering a map with a custom name (e.g. in MASTERLEVELS.WAD) with this setting, the message uses the vanilla Doom 2 map name (e.g. MAP02 is called Canyon in the example but the message calls it Underhalls).

@Pedro-Beirao
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If the wad doesn't have a UMAPINFO, dsda cant know what the map name is nor display it in the announce msg/automap. This happens with other ports as well

The map name is correctly displayed at the end of the level, since it uses a graphic for it.

Maybe we could display the graphic if the map has no UMAPINFO name defined

@0n-s
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0n-s commented Jan 29, 2025

Ahh, that's correct, I forgot the pre-UMAPINFO map title in the level exit screen is actually just a graphic.

I think your suggestion is quite good. I think it'd generally be more legible too, since the message font is not the easiest to read (for the most common message font, i.e. the vanilla Doom one).

@andrikpowell
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andrikpowell commented Jan 29, 2025

If the wad doesn't have a UMAPINFO, dsda cant know what the map name is nor display it in the announce msg/automap. This happens with other ports as well

The map name is correctly displayed at the end of the level, since it uses a graphic for it.

Maybe we could display the graphic if the map has no UMAPINFO name defined

Aren't you forgetting about dehacked map strings?

This could easily be fixed with dehacked patch with new names. In Nyan Doom I added an option to replace the map string with a more generic "level # / E#M#" if it's a PWAD and a new dehacked map string isn't found for that specific map.

@Pedro-Beirao
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Right, dehacked can do that 😅. Im too used to UMAPINFO.
But still, many wads also dont have dehacked, so the graphic would still be good

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