I know that if a WAD contains a skin, the rest of the content is disabled. I'm also quite happy that someone could construct a skin zip/pk3 using the built in zip directory structure and that should also disallow other content. However, I've recently come across a couple of zips that contained a WAD with level (etc) content and a separate WAD with a skin in it. However, the skin WAD disables content from any other wads in the zip.
I suggest that, in this case, the skin WAD should be treated as if it was something that had been added to the command line along with the other WADs in the zip and all content should be loaded. I can't see a realistic downside to this but I offer it up for discussion in case there is one.
Do not content disable zips with skin wads
Moderator: GZDoom Developers
Re: Do not content disable zips with skin wads
I second this. If anything, it'll help in multiplayer mods without having to be stulltag-dependent. I never quite understood the skin limitations but logically, in zips this problem should be circumvented anyhow. Listen to the NJ. 
- Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Do not content disable zips with skin wads
I don't think that the new resource management still has this limit but have to test it before closing this thread.
- Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Do not content disable zips with skin wads
Confirmed. With the latest build any Zip that contains a skin WAD loads properly.