#include for MODELDEFs and zips inside zips!

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ChupaReaper
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#include for MODELDEFs and zips inside zips!

Post by ChupaReaper »

I've just tried using #include in a modeldef file and it doesn't work, it probably doesn't work in some other scripts as well. But it does in decorate and acs, so why not in other scripts. I'm stuck with infinte long modeldef and doomdefs files.
Another thing is I can't get a .pk3 loading when it's in another pk3 (I would use zip but for some reason I prefer pk3, even though they're both the same!) is there a way, or could there be a way, like how gzdoom loads every .wad inside a zip automatically or a launch parameter which can search in zips like directories, a bit like how doomsday works. Not much of a suggestion but very useful, it would make thing much tidier.
Last edited by ChupaReaper on Fri Dec 21, 2007 14:34, edited 2 times in total.
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wildweasel
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Post by wildweasel »

A zip inside a zip isn't really very practical - if anything, it actually adds slightly to the size of the final zip.
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Enjay
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Post by Enjay »

True, but people are now releasing "pk3" :roll: files inside zips for upload to idgames. They can't, therefore, be played from the downloaded zip like a WAD can but have to be extracted instead.
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wildweasel
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Post by wildweasel »

I usually extract every ZIP file I download. I don't like treating ZIP files as folders.
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Enjay
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Post by Enjay »

But if mods are increasingly going to be released in "PK3" format, then the people who do play directly from the downloaded ZIP are going to find it a frustration.

I can't say it bothers me hugely but I have started to occasionally play WADs from inside a ZIP. So it might start bothering me. ;)
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ChupaReaper
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Post by ChupaReaper »

I'm starting (have started) a 3D resource where 1 pk3 file adds one creature or weapon, and if someone wants to download the lot they'd have to do every single file one by one, where as I could release packs. I wont merge the pk3s together because one slight change means I've got to edit this huge pk3.
And for the big packs which I use pk4 for (for batch loaders) I have loads of modeldefs to do and massive sndinfos which is why #include for modeldefs mainly and doomdefs would help, a LOT!
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ChupaReaper
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#include for MODELDEFs and zips inside zips!

Post by ChupaReaper »

You could call this a bump!
ZIPS or PK3s inside a zip would really be useful right now, there's support for wads inside pk3s so it can't be too hard to add support for zips inside zips too right?

And I'm happy now that I don't a a 10k lines long DOOMDEFS file anymore (thanks to #include support) but I've still got a giant MODELDEF.

So basically:
-Compressed files loading inside compressed files like wads do
-#include support for MODELDEFs
This would really save my middle finger from dropping off due to all the scrolling I have to do!
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TheDarkArchon
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Post by TheDarkArchon »

WADs inside zips are necessary as maps need to be stored in WADs. No such necessity is there for zip within a zip and, as Weasel said, double compressing has close to bugger all effect.
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ChupaReaper
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Post by ChupaReaper »

I guess, the zipped zips is just for conveniance of my download packs, though I myself always unzips things anyways, others might not want too.
But still #include in MODELDEFs and now that I remember, SNDINFO too -I'm suprised it's not already supported.
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Post by Nash »

#include for SNDINFO is not needed; SNDINFO lumps are additive.

Code: Select all

sndinfo.zombieman
sndinfo.shotgunguy
... would work.
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Enjay
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Post by Enjay »

but not inside a WAD it wouldn't.
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Post by Nash »

It still would. Just have more than one SNDINFO lump.

(I remember Randy writing in some documentation that SNDINFO is cumulative, even back in the Notgod phorum days)
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ChupaReaper
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Post by ChupaReaper »

But what if it's in a different folder of a zip? Do all text files in a SNDINFO folder work? If so, what about subfolders? I've a lot of scripts to organize because of my very big and ambitious project! If sndinfo lumps, modeldefs and even decorates and gldefs were to load like sounds/sprites/graphics do in their folders, that would be even better because it would save me from writing rows and rows of #includes!
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Enjay
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Post by Enjay »

Nash wrote:It still would. Just have more than one SNDINFO lump.
Personally, I've always considered multiple lumps of the same name clumsy and not all Doom tools allow it.

Doing so would also remove one of the nice features of #include which is to be able to give the various lumps meaningful names so you know what their content is without opening them.
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ChupaReaper
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Post by ChupaReaper »

Using folders in zips with names such as sndinfo and modeldef instead of named lumps full of #includes seems to be a really good way of doing things though. The wad equaliant could be sndinfo markers, etc. Like how sprites, sounds, graphics and music are loaded in zips from folders.

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