Chaosforge Forum
DoomRL => Modding => Topic started by: Kornel Kisielewicz on March 10, 2008, 14:19
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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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Options 3 & 4 seem the best. 1 would be annoying and 2 is inferior to 4.
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Options 3 & 4 seem the best. 1 would be annoying and 2 is inferior to 4.
/signed
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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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Yes, if only to watch the game completely explode like when you have too many Game Genie codes.
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I'm for the CLI parameters
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Why can't there be command-line paramaters and a menu option that shows a selectable list of available mods?