Deciding on actor spawn IDs to avoid conflicting numbers?

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crowbars82
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Joined: Sun Nov 05, 2017 6:22 pm
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Deciding on actor spawn IDs to avoid conflicting numbers?

Post by crowbars82 »

Hi all!

How do people decide on numbers to use for actor spawn IDs for new custom actors in DECORATE.txt?

Is there a way, such as a global database (apart from the lists on the Wikis for the games) which people are able to upload which numbers/IDs they have used so others can see which numbers/IDs are free/spare?

I have found a relatively good way to extract all the used actor spawn IDs from various text files from some mods using RegEx and have compiled a list for the following games/mods (see attached files):

EDIT: Can't see if that list uploaded, here is a pastebin version!
  • BRUTAL DOOM
    BRUTAL DOOM HELL ON EARTH STARTER PACK
    CHEX QUEST
    DOOM 1
    DOOM 2
    HERETIC
    HEXEN
    PROJECT BRUTALITY
    RAVEN
    SKULLTAG
    STRIFE
    VAVOOM
    ZDOOM
I can see some nice gaps to use for my custom actor spawn IDs, such as between [9511] (Copy ceiling slope - ZDOOM) and [9800] (PointLight - VAVOOM) which would give me a nice chunk of 289 spare IDs.

Or is it case of use the numbers you want, building your own mod with other mods in mind, and hope that people can play your mod with others without ID conflicts?

Much thanks!
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Eliot_L
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Re: Deciding on actor spawn IDs to avoid conflicting numbers

Post by Eliot_L »

It's an interesting question. Nowadays if you don't need the actor placed in a map, you might be able to get away without assinging a DoomEdId at all, since actors can be spawned from scripts, etc. by class name.
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crowbars82
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Re: Deciding on actor spawn IDs to avoid conflicting numbers

Post by crowbars82 »

Thanks Eliot, I'm modding a version of oblige and am reliant on using the spawn number at current. This has helped me rethink how I will spawn certain actors though!
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