I believe ENDGAME puts an actual end to the game, which is why UAC and Wadsmooch completely override these. THOUGH I guess you could try using changemap. If the inventory is still in the player's possession during the endgame screen then this should work. Though it might be a case where the player actually don't exists anymore and GZDoom will refuse changing map because you're not "playing". Though it is probably technically feasible, it would mean having an option to "reset" the inventory in the options because I wouldn't be able to differentiate between players wanting to start an actual new game and wanting to start a new episode while carrying their progression.Valken wrote:Does this mod work when the player reaches ENDGAME? Example, play Doom Episode 1, reach ENDGAME, see credits the start Episode 2 and etc...
The reason I ask is I want to see the ENDGAME credits, but want to carry my weapons progression to the next episode as well. If I use UAC or Wadsmooth's continuous progression, the ENDGAME sequences are technically skipped when I dugged into the MAPINFO.txt files.
I assume this keeps all weapons and inventory so long as we do NOT change mods.
What if we ADD ANOTHER mod?
Will it keep the previous mod's weapons, and allow progression to collect new weapons with another addon, if they are compatible that is?
Example - Run Brutal Doom through X levels. Add a weapons addon, then continue?
Normally GZDoom would not allow loading the save file due to mod changes.
As for adding another mod, as you said, GZDoom won't agree with loading "different" sets of mods. Plus after "removing" the previous weapon mods, GZDoom would technically have no access to the previous weapons source code Afaik this would not be possible unless GZDoom goes through massive changes (which will not happen in terms of these particular changes)