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Author Topic: Design Issues : Mod loading  (Read 4235 times)

Kornel Kisielewicz

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Design Issues : Mod loading
« on: March 10, 2008, 14:19 »

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?
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Malek Deneith

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Re: Design Issues : Mod loading
« Reply #1 on: March 10, 2008, 14:22 »

Options 3 & 4 seem the best. 1 would be annoying and 2 is inferior to 4.
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DaEezT

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Re: Design Issues : Mod loading
« Reply #2 on: March 10, 2008, 14:38 »

Options 3 & 4 seem the best. 1 would be annoying and 2 is inferior to 4.

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Blade

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Re: Design Issues : Mod loading
« Reply #3 on: March 10, 2008, 15:13 »

Options 3 & 4 seem the best. 1 would be annoying and 2 is inferior to 4.

+1

1 question: should there be possibility to load several mods at once?
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007bistromath

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Re: Design Issues : Mod loading
« Reply #4 on: March 10, 2008, 15:40 »

Yes, if only to watch the game completely explode like when you have too many Game Genie codes.
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Cyber Killer

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Re: Design Issues : Mod loading
« Reply #5 on: March 11, 2008, 10:47 »

I'm for the CLI parameters
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beam

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Re: Design Issues : Mod loading
« Reply #6 on: March 13, 2008, 02:48 »

Why can't there be command-line paramaters and a menu option that shows a selectable list of available mods?
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