Lunick, on 19 April 2020 - 08:52 PM, said:
How does DukeGDX load them all?
Not sure but I think it doesn't have full support for on the fly loading and even then I think it probably does a soft restart.
necroslut, on 19 April 2020 - 10:35 PM, said:
You should be able to use mapart for that. Of course, you'd have a copy of the enemy art for each map, which would be very wasteful. It would be useful to be able to define art files per map through con, sort of how we define level music.
I would say that per map/mod def would make more sense.
Ideally one would distribute a map that defines what things to load in/out per map, be it art/music/sounds/maps.
Ideally it could have a stub that allows you to define an episode as well so that map packs and mods can be made truly modular instead of overwriting.
A new map format could help resolve a lot of this since you could basically start referring to assetblob + index instead of just index.
Adding such indexes during conversion would be trivial and this could allow some degree of simultaneous loading even.
During map load each assetblob could have a list of valid hashses (version differences are usually irrelevant with assets) and it would search for said files and "mount" them.
Problem is that CON needs to be compiled and CON nowdays dictates a LOT of stuff besides just the stuff you see after "new game".
When defining enemies and such "again", the copypasta enemies would attempt to define many duplicate variables, states, etc..
You'd have to re-tool a bunch of it.
Duke was designed to be moddable but how you load these is rather "vertical".
Considering you load modified code and everything, it's not too far from even comparing the end result to a very user friendly romhack.
Maps and such are very naive, they just point to resources, which in this case occupy same indexes.
As a stopgap, something what WON HL1 did would be nice where selecting a mod/map would just perform a quick soft-reboot and sort of seamlessly allows you to jump between mods. I have a huge interest on getting something like this working as I believe that the rather difficult mod loading is one of the biggest reasons why people mostly stick to stock assets as it's impossible to keep track of what launch params each mod needs, reducing the amount of people who even bother to try. Someday maybe..