Autoload support for nerve.wad

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Re: Autoload support for nerve.wad

by Gez » Fri Jan 25, 2013 3:43 pm

It would definitely break the MAPINFO and SNDINFO stuff. (MIDI soundtrack is defined in SNDINFO in Hexen.)

Re: Autoload support for nerve.wad

by wildweasel » Fri Jan 25, 2013 3:38 pm

Blzut3 wrote:It is somewhat tempting to do the same with hexdd.wad so that it can be loaded simulatenously, but I don't think it's worth potentially breaking something.
The one thing that would immediately come to mind is the ACS scripts.

Re: Autoload support for nerve.wad

by Blzut3 » Fri Jan 25, 2013 3:18 pm

So then I guess this should be considered [Already In]?

In regards to hexdd.wad though, since nerve.wad has lump auto renaming on it. It is somewhat tempting to do the same with hexdd.wad so that it can be loaded simulatenously, but I don't think it's worth potentially breaking something.

Re: Autoload support for nerve.wad

by NightFright » Thu Jan 24, 2013 3:40 pm

I see. Well, nerve.wad also works with non-BFG editions of doom2.wad, anyway. I have actually never tried to load custom pwads while also having NRftL loaded. But if it works as you write, I guess simply dropping it into ini autoload should indeed do the trick.

Re: Autoload nerve.wad with doom2.wad

by Gez » Thu Jan 24, 2013 2:17 pm

ZDoom autoloads nerve.wad if you load doom2.wad BFG edition. You can also add it to a normal Doom II autoload section in [wiki]the ini[/wiki] if so you want.

Contrarily to Deathkings, loading nerve.wad doesn't prevent from playing the normal Doom II levels (or their possible replacement). So there is no need to make it separate from the base Doom II, contrarily to the situation in Hexen + Deathkings.

Autoload support for nerve.wad

by NightFright » Thu Jan 24, 2013 2:13 pm

IMHO it would make sense to add "No Rest for the Living" (nerve.wad) autoload support to ZDoom. "Autoload" means: If detected, you can choose nerve.wad directly and it automatically loads doom2.wad with it, producing no error messages.

Why it might be worth considering:
- It's an official addon for Doom II and should be treated as such.
- Requested feature already works for "Deathkings of the Dark Citadel" (hexdd.wad).
- Loading convenience - e.g. you could create a separate entry in launchers like ZDL for the addon without usage of additional parameters (already works for hexdd.wad).

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