fawtytoo
Mini-Member
Posts: 51
Registered: 09-11 |
Gez said:
It's less like patronizing you and more like derailing the thread. :p
Yes, I think that's what I meant to say.
Gez said:
As for the original subject, I'm mostly in the "don't see the point" category. I mean, I do see the point for yourself, since tinkering with the Doom engine is an interesting thing to do; but I think there are enough ports out there that most everybody has already found what they needed.
The point was to simply bring the original Doom source code 'up to date'. By that, I mean to fix any obvious bugs/error messages, and to create something more flexible, which is where the GAMEID and '.lmp=' comes in. Might make a better base for others to use.
Gez said:
The GAMEID thing, I don't know. In a large part, it's redundant with DEHACKED/BEX string support. It also reminds me of ZDoom's GAMEINFO lump; though it's not exactly that.
Just to take the guess work out of what wad you're using. Open to improvement.
Gez said:
The "doomdemo.lmp=DEMO1" thing is more interesting IMO, but you should generalize it. E.g., how about foobar.dat=TEXTURE1 ? IMPY*=S_[TROO*] ? Could be useful.
That's very specific. Would you have a use for that? Perhaps an example? And wouldn't that create a very long command line? I don't want to over-complicate things.
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