Quasar
Moderator

Posts: 4615
Registered: 08-00 |
printz said:
Awesome! By Thor!
- What does "Complete runtime dynamic additive logic for all EDF definitions" involve for the mod author? What tricks can be done now?
- Lockdefs means that I can add all-new keys, also known as "quest items", in arbitrary numbers?
- 100% Hexen and 100% Strife support: I can now use all those codepointers in any game, just like it has been possible with Heretic's?
- Nothing, for modders. It just means that if you load EDFs at runtime via the addfile command, or via a wad loading menu, the EDFs inside them will work as well as is possible, minus any conflicts between mods. thingtype, castinfo, bosstypes, etc. will now be recognized in runtime-additive EDF instead of being ignored as they were after the changes made in EDF 2.0 (before then, they would cause errors). This change was especially needed for EECS branch, although Ladna cannot merge it in until after it merges back to trunk...
- LOCKDEFS just like in ZDoom. This is one reason inventory is a prereq to UDMF. Proper support for locked door types requires proper means of defining locks, which requires keys that are properly folded into the inventory system, or otherwise I will just end up rewriting the way keys/locks are handled 3 times.
- Not until I declare Hexen and Strife support finalized ;) That stuff is happening *after* edf3-branch is finished. Inventory and weapons are the main two things that have been holding back support for all the other idTech 1 games in EE.
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