DoomRL > Modding
Design Issues : Mod loading
Kornel Kisielewicz:
Okay, here's another one -- how should mods be loaded? We have several options, and also seperating the TC's from content mods might be a wise idea. Here are the proposed solutions:
No loading -- the mod just ships a modified doomrl.wad that should be used with a normal doomrl distro. Crude, but solves the player.dat/score.dat problem.
Classic Doom loading -- doomrl.exe blah.wad blah2.wad. Simple but may produce conflicts and is not user friendly.
Play custom in the menu.
Also maybe a basemod = 'blah.wad' option in the ini-file might be worth considering?
Malek Deneith:
Options 3 & 4 seem the best. 1 would be annoying and 2 is inferior to 4.
DaEezT:
--- Quote from: Malek Deneith on March 10, 2008, 14:22 ---Options 3 & 4 seem the best. 1 would be annoying and 2 is inferior to 4.
--- End quote ---
/signed
Blade:
--- Quote from: Malek Deneith on March 10, 2008, 14:22 ---Options 3 & 4 seem the best. 1 would be annoying and 2 is inferior to 4.
--- End quote ---
+1
1 question: should there be possibility to load several mods at once?
007bistromath:
Yes, if only to watch the game completely explode like when you have too many Game Genie codes.
Navigation
[0] Message Index
[#] Next page
Go to full version