Chaosforge Forum

DoomRL => Modding => Topic started by: Kornel Kisielewicz on March 10, 2008, 14:19

Title: Design Issues : Mod loading
Post by: Kornel Kisielewicz 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?
Title: Re: Design Issues : Mod loading
Post by: Malek Deneith on March 10, 2008, 14:22
Options 3 & 4 seem the best. 1 would be annoying and 2 is inferior to 4.
Title: Re: Design Issues : Mod loading
Post by: DaEezT on March 10, 2008, 14:38
Options 3 & 4 seem the best. 1 would be annoying and 2 is inferior to 4.

/signed
Title: Re: Design Issues : Mod loading
Post by: Blade 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?
Title: Re: Design Issues : Mod loading
Post by: 007bistromath on March 10, 2008, 15:40
Yes, if only to watch the game completely explode like when you have too many Game Genie codes.
Title: Re: Design Issues : Mod loading
Post by: Cyber Killer on March 11, 2008, 10:47
I'm for the CLI parameters
Title: Re: Design Issues : Mod loading
Post by: beam 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?