[Added] game-doom-id and game-freedoom filters

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game-doom-id and game-freedoom filters

Postby Matt » Fri Sep 14, 2018 11:41 pm

(or maybe just a "doom.id" filter since we've already got "doom.freedoom")

I've got a gameplay mod that (like many others) contains a lot of little aesthetic fixes that are really specific to the original Doom and its direct descendants, e.g.:

DSSHTGN edited to remove the racking sound
POSS/SPOS/PLAY E/F sprites firing from the shoulder
various HUD weapon sprites realigned to be properly centered on the screen

All of this, of course, breaks the look and feel if loaded into Freedoom - zombies suddenly change form when they shoot, shotgun sounds are inconsistent, weapon animations don't even begin make sense.

Right now the only way to prevent this content from appearing is either:
1. put them all into doom.doom1 and doom.doom2 filters, giving us 2 copies of the exact same information in one mod; or
2. include overrides for all affected assets in the doom.freedoom filter as well, regardless of whether the Freedoom version of the thing actually calls for any sort of fix (and possibly running afoul of the GPL if I, or any other modder, am not paying specific attention to this issue).
[EDIT, for the record, what I've since been doing between this post and the addition of the filter: 3. Add a blank "id" lump to each and every one of the id game filters, and have ZScript check for that and replace sprites or actors as appropriate.]

Either option is unpleasantly bloaty and hacky.

Can we have a filter that is specific to the id IWADs, for assets that could only ever work with them and not Freedoom?
Last edited by Matt on Thu Apr 11, 2019 12:42 pm, edited 1 time in total.
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Re: game-doom-id and game-freedoom filters

Postby Matt » Tue Apr 09, 2019 5:24 pm

I'm bumping this because it occurs to me that GZDoom's own crouching player sprites have the same problem.

(Crouching sprites could be made for the Freedoom player (I'm slowly trying to work on some now) and placed in gzdoom.pk3, but they could desync at any time if anyone redoes the Freedoom sprites and doesn't realize there's this other set of related sprites in a sourceport somewhere.)
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Re: game-doom-id and game-freedoom filters

Postby Graf Zahl » Wed Apr 10, 2019 1:15 am

Unfortunately this was overlooked when the system was implemented. There definitely needs to be a "doom.id" filter.
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Re: game-doom-id and game-freedoom filters

Postby Graf Zahl » Wed Apr 10, 2019 2:16 am

Done. The new naming is "doom.id.doom1" and "doom.id.doom2", the old ones "doom.doom1" and "doom.doom2" are deprecated now.
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Re: game-doom-id and game-freedoom filters

Postby Matt » Wed Apr 10, 2019 2:19 am

Sweet, thanks!
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Re: game-doom-id and game-freedoom filters

Postby DabbingSquidward » Thu Apr 11, 2019 3:24 am

Sorry for barging in, but curiosity got the better of me. What gameplay mod are we talking about? Mind sharing a link, or is it for personal use/not finished yet?
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Re: game-doom-id and game-freedoom filters

Postby Caligari87 » Thu Apr 11, 2019 10:29 am

I presume the mod in Question is Hideous Destructor, based on the description of the changes.

8-)
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