Graf Zahl wrote:Why should this stuff be native?
I figured with the source now at bay, you can emulate exact behavior - I recall that even with the patch it was not 100% similar to the original.
But i realize this goes against your credo not to make
''exceptions'' for singular mods that rely on exceptional behavior.
Nevertheless, perhaps the source can be used to improve upon the patch - whatever that may be. Or not.

If not for the suggestion atleast you can peak around whenever you feel about it.
Graf Zahl wrote:
It'd require some pointless additional setup for this one mod which in return will increase demand to do the same for other mods. I'd rather not open that can of worms.
One exception i know of is Super Sonic Doom. It only works perfectly in its own custom ZDoom version (2.0.94f) but the idgames entry lists it being updated for GZDoom 3.1. I am not sure if that works perfectly, seeing as
this 2018 thread mentions that the intro sequence is broken. You also mentioned there that both SSD and License to Spell Doom could use an upgrade, so i guess that the ideal way to play that is still that old ZDoom build.
Either way, sorry for the waste for the time.
Rachael wrote:A better approach is always to look at it from a generalized perspective. Seeing as how Graf's original patch is adequate for running the mod otherwise as-is for ZDoom-based engines, there's nothing here that would benefit GZDoom.
If COD added features that GZDoom didn't already have that would be a different story and even then it would be approached differently - it would be approached from the perspective of how to allow other modders to make use of said features with much more priority than making COD actually run.
Yeah, i must have forgotten about the generalized perspective you mention. - Heck, that's why Graf wrote a
patch in the first place. Silly me.
Oh well. Atleast there is a condensed history provided.
