Open MajorCooke opened 4 weeks ago
that wouldn't ever be reliable -- the name of a wad can change when it updates, or someone could rename multiple wads to have the same name, etc
I know that's a downside, but that'd be on the player to keep in mind so whenever a mod decides to put in version numbers in their packages, they'll have to adapt.
whenever a mod decides to put in version numbers in their packages
Which everyone does.
You're better off trying to find a lump unique to every mod, or get Graf to add a modID system similar to modern Minecraft mods.
You're better off trying to find a lump unique to every mod
That's counter-intuitive. The point is to be able to remember the package name.
get Graf to add a modID system similar to modern Minecraft mods
Exactly. Effectively a checksum, but for mods.
GZDoom could further expand on this "modID" idea by separating config files for every modID. However, tons of mods exist so I'd say we'd add a minimum version as well. I don't think tying the ZScript version to this is a good idea.
That's counter-intuitive. The point is to be able to remember the package name.
Then maybe this function should return 8 characters, or just everything until a number is reached, or something stupid like that.
I'm working on creating a mod called KEYCONF Destroyer which allows for organizing and selecting weapons in different orders in whatever order a player desires via menu.
However, one flaw that I've yet to overcome is solving what to do when coming across a class of the same name coming from a different mod. This is assuming both mods are mutually incompatible and cannot be loaded together, mind - one is loaded at one point, then another time, the other mod.
This could easily be solved if there is a GetWADName() function for classes which returns the file name this class comes from so the mod can load the appropriate definition in the event there are duplicates.