ADD Support for Nocturne in Yellow IWAD (PK3)

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Expand view Topic review: ADD Support for Nocturne in Yellow IWAD (PK3)

Re: ADD Support for Nocturne in Yellow IWAD (PK3)

by Nash » Fri Oct 22, 2021 1:06 am

I'm in favor of cleaning up the unwanted games from the main distribution. Looking at my INI, there's a ton of sections created for IWADs I don't even have on my computer.

Re: ADD Support for Nocturne in Yellow IWAD (PK3)

by Rachael » Thu Oct 21, 2021 1:34 pm

Would it be feasible to break those off to an external support loader of some kind and remove their entries from the official distribution?

Re: ADD Support for Nocturne in Yellow IWAD (PK3)

by Graf Zahl » Thu Oct 21, 2021 12:44 pm

The last additions to that list were even done against my wishes, namely "Rise Of The Wool Ball" - this one was added right before IWADINFO was made a feature - and I could have done without Delaweare as well. There are two I'd immediately remove if they came with an internal IWADINFO.

Action Doom is semi-supported but I deliberately chose not to do a localization for it and not have its graphics expanded because it's far too complex for that.

Re: ADD Support for Nocturne in Yellow IWAD (PK3)

by Nash » Thu Oct 21, 2021 12:08 pm

Source: viewtopic.php?p=1068592#p1068592

Back in the day, IWADINFO wasn't as robust as it is now, which was why games had to be added to the internal IWAD list. IMO, in hindsight, it probably wasn't the smartest thing to add anything other than the officially-sold games into the internal IWAD list...

IIRC Graf also said something about not wanting to expand the internal IWAD list anymore but I can't find the post.

Re: ADD Support for Nocturne in Yellow IWAD (PK3)

by Redneckerz » Thu Oct 21, 2021 10:54 am

Nash wrote:It's already been said that no more games will be added as IWADs to the engine iitself - users are able to create their own IWADs when properly set up via IWADINFO.
Was there a comment inbetween that made you say this?

But with IWADINFO, things are easier to get standalone releases for, indeed.

Re: ADD Support for Nocturne in Yellow IWAD (PK3)

by Nash » Thu Oct 21, 2021 10:34 am

It's already been said that no more games will be added as IWADs to the engine iitself - users are able to create their own IWADs when properly set up via IWADINFO.

Re: ADD Support for Nocturne in Yellow IWAD (PK3)

by RockstarRaccoon » Thu May 11, 2017 5:25 pm

I know I'd really like a way that I could put the various setups I have as different things in that menu: I'd like to be able to just click "Metroid Doom" when I want to test a map.

Re: ADD Support for Nocturne in Yellow IWAD (PK3)

by Xaser » Thu May 11, 2017 10:28 am

Caligari87 wrote:My other fear is that if you add in some kind of externalized "automatic" any-IWAD recognition, a ton of people are going to start abusing it and making their mods "IWAD" just so they'll show up in the box...
Said people will be quite disappointed when users then then try and run these mods as an IWAD and fail. Shoot-in-foot much? :P

I like the idea of limiting the search to .iwad and .ipk3 extensions, that way the opt-in bit is explicit. Trying to autodetect every .wad/.pk3 in the IWAD search path would cause all sorts of other problems -- for myself, for instance, it would pull up something like ~30 historical versions of Adventures of Square (square_[date].pk3), making the browser unusable. I wouldn't be able to "opt-in" to such a system, as it were.

Re: ADD Support for Nocturne in Yellow IWAD (PK3)

by Caligari87 » Thu May 11, 2017 9:25 am

Please no tons of little files, that's just messy. It also would be a nightmare on Linux since package management dictates program binaries, data, and configuration are split up across the filesystem. I hate diving into /usr/games/doom or /opt because it requires root, but if you put them in ~/.config/gzdoom then the metadata is detached from the files it refers to, which is just gnarly IMO..

My other fear is that if you add in some kind of externalized "automatic" any-IWAD recognition, a ton of people are going to start abusing it and making their mods "IWAD" just so they'll show up in the box, just like the skins folder was abused. Perhaps this is an irrational fear, so maybe talk me down a little, but I don't see it ending up anywhere good.

To me, any IWAD of sufficient note can be added to the internal list by popular consensus, such as we're discussing here. That should be more than sufficient. For everything else there's -iwad and/or gzdoom.ini.

...

Perhaps a "compromise" would be to have a cvar or .ini option that says "treat any wad/pk3 in the IWAD search paths as an IWAD"? Opt-in obviously, so it puts the onus on those who organize their mods accordingly.

8-)

Re: ADD Support for Nocturne in Yellow IWAD (PK3)

by TerminusEst13 » Thu May 11, 2017 3:28 am

Enjay wrote:Did you make the game completely from scratch in the given time period or did you have some of the resources ready to go? It's really pretty impressive for something made in such a short timescale. In fact, to be fair, timescale aside, it's still impressive.
Not completely from scratch; I've nicked a lot of resources, like some graphics from OpenGameArt and fonts from DaFont. But aside from that yes, the entire thing was done in one single month.

Re: ADD Support for Nocturne in Yellow IWAD (PK3)

by Rachael » Thu May 11, 2017 12:30 am

ZDoom recognizes PK3-style IWADs just fine. Adventures of Square and WadSmoosh are perfect examples of that.

Another way to handle it could just be to litter the folder with name.iwadinfo files - which are text files that point to an actual IWAD and serve the same function (albeit additively) as GZDoom's internal IWADINFO.

Probably not as preferred, though - having too many files in a folder can slow things down.

Re: ADD Support for Nocturne in Yellow IWAD (PK3)

by RockstarRaccoon » Thu May 11, 2017 12:28 am

That, and they'd need to not be .PK3s, which is what a standalone IWAD for ZDoom should be nowadays. I was thinking of maybe having another type of file which the engine looks for to define that there is another IWAD there...

Re: ADD Support for Nocturne in Yellow IWAD (PK3)

by Rachael » Thu May 11, 2017 12:25 am

I've had a thought of allowing ZDoom to scan for .iwad and .ipk3 files in a folder and automatically adding them to its start-up list. In order to work, however, such files would need their own IWADINFO to describe what they are.

Re: ADD Support for Nocturne in Yellow IWAD (PK3)

by RockstarRaccoon » Thu May 11, 2017 12:24 am

I concur with this, though personally I'd prefer the ability to add in new IWADs from the WAD developer's side, seeing as Blade of Agony is another standalone which uses nothing from any of the IWADs, and I might pick up Shadow Corps again some day and I'd definitely want that to be an IWAD of its own...

Re: ADD Support for Nocturne in Yellow IWAD (PK3)

by Enjay » Wed May 10, 2017 2:51 pm

Did you make the game completely from scratch in the given time period or did you have some of the resources ready to go? It's really pretty impressive for something made in such a short timescale. In fact, to be fair, timescale aside, it's still impressive.

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