While I can appreciate (sort of...mostly in terms of saved space) the aim of the WadSmoosh project, it would be a bit of a nightmare to maintain, I'd say. Why? To appear as I'd like it to be (and from what I gather from the WadSmoosh blurb) an entry for each possible combination for the WAD Identificator, for Doom 1 and Doom 2 alone, with the WADs the WAD Identifier recognizes that amounts to 406 possible combinations...just out of the 2 base iWADs, no TNT, Plutonia, or Ultimate Doom (Master Levels and No Rest for the Wicked don't even count...why? the WAD Identificator only cares for iWADs)...just for fun adding the 3 Plutonia Experiment WAD versions to the mix we get 4960 possible combinations and so on and so forth, if that wasn't problematic enough, we get to another point: some time ago someone told me to add a Wolfenstein mod to the iWADs list...I didn't...why? Simple: it isn't an iWAD, the only entries in the WAD Identificator are the ones ZDoom acknowledges.NightFright wrote:Any chance of adding "Doom Complete" from the WadSmoosh project to the list of supported wads/pk3s?
If it helps - I have integrated all possible wads (Doom, Doom II, Master Levels, NRFTL, Plutonia, TNT) and my MD5 hashtag for doom_complete.pk3 is
333f0e6114d91ff71c46812265bdf619
There are many other builds however, based on how many wads have been integrated, so I guess these would need to be covered as well.
While I won't add it myself unless there's some sort of control over the number of possible entries (say everything gets updated while being smooshed, giving a total of err..1 possible combo) and ZDoom recognizes the produced PK3 as an iWAD, you can add it yourself! Two easy ways: as you're aware PK3s are just camouflaged zip files and the data that feeds the WAD Identifier is an XML file with what I believe is quite an understandable syntax, so you can add it there; another option: updating entries by hand is impractical and, for me, a pain in the ass, so I wrote an editor "ZDed", while the binary is not provided (it was designed for internal consumption, after all) and it's probably built with my own shortcuts and idiosyncrasies in mind, it allows the user to edit every piece of data contained in zde.pk3, the source is available at the same repository where the ZDE source resides, it can be easily compiled with Lazarus. Do keep in mind that the game entries are hard coded into ZDE itself, so you can edit that as well to add it or just add your version to the XML as...say, a Doom 1 entry, and tell ZDE that is the Doom 1 .wad.