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hack to support coop_spawns skill in Eviternity-II-RC6.wad #1885

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@rfomin rfomin commented Sep 7, 2024

Disgusting hack to support the latest Eviternity 2 update.

Possible alternatives:

  • Support the coop_spawns difficulty in the skill menu for any WAD. We don't have graphics for this.
  • Simple version of custom skill menu ala Nugget.
  • Wait until next standard for UMAPINFO update.

Opinions?

coop_spawns = false;
}

if (W_CheckNumForName("M_ANME") >= 0)
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If you recall the master levels M_DOOM issue, the concern there was wad or lump specific hacks. I know ports are full of them already, but maybe let's not add new ones when possible (what if another wad has a lump named M_ANME?). I think the suggestions of either a custom skill menu or some kind of standards update seems like a better way to go, but more work of course.

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We need to add checksum for WADs to avoid lump name collision. It will also be useful for compatibility database, not all popular levels are playbale on default MBF21 compatibility, see: https://github.com/kraflab/dsda-doom/blob/master/prboom2/src/dsda/compatibility.c
Another use for it will be to check wads for multiplayer (Choco has it, I removed it).

Eviternity 2 is popular, and this new skill is actually a balanced and interesting addition.

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That compatibility database will have to be updated whenever a new version of a wad is released, e.g. RC6 to final for Eviternity II, which means issues will return until yet another Woof release that adds the new checksum to a database entry. That approach works for old wads, but even then it's not guaranteed as authors like to do updates years later.

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Yes, it is problematic for Eviternity 2 case. Then I vote to wait until new standard, for now we can tell users to use -coop_spawn parameter. Coop spawns is not interesting in most WADs, not sure it is worth to expose it in the menu.

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