Henix_Aurorus wrote:I just had an epiphany. I might know why mods are bugging out. I don't know how the ResetInventory MAPINFO property work, exactly, but if I had to guess, it's clearing items it shouldn't be clearing and is thus breaking mods that use token-type items.
tl;dr we might need a PistolStart MAPINFO property that treats it like an entirely new game (essentially just clear everything and create a new instance of the relevant PlayerPawn) in order for mod compatibility to actually work.
Well, the Demonsteele issue with me is with the guns. They don't work.Eevee wrote:I dunno, ResetInventory is implemented basically like that already:
If a progression token shouldn't be lost to ResetInventory, it should have INVENTORY.UNDROPPABLE.Code: Select all
p->mo->ClearInventory(); p->mo->GiveDefaultInventory();
Hae-Lin looses all her gun ammo, and Shihong can reload guns, but not fire them. In DUMP 1, I remember that Shihong can pick up guns in levels, and keep them to other levels, where they still don't work. I don't really play Hae-Lin much.
...Well, now what?Abba Zabba wrote:I've noticed some weirdness with DUMP 1 in mods, in particular MSX (where I made all starting player magazine counts 0 but each map's inventory reset sets it to 1 for everything for an unknown reason) and SUAB, (where the Beretta and VP70 remained after an inventory wipe).
EDIT: Just a note, Contra Doom doesn't count. It has it's own mapinfo, meaning you can't play the maps properly. Who knows, maybe I'll make a patch for Contra Doom playing DUMP 2.
