NightFright, on 06 August 2015 - 12:43 AM, said:
It appears that you cannot put the ART files into a zipfile, though, and renaming is required since usually, you will exceed the 8.3 specifications of groupfile contents (e.g. "cranium_00.art"). That means one would have to work with external ART files - unless you shorten map names.
That's a good point! I guess we could also search for <mapname>.aXX, but that adds more hard-codedness and potential file system accesses.
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There is also still the issue with overlapping custom sounds and CON code. Sounds could be remapped partially, but if you have for example a custom shotgun sound that is only meant to be used in one map and not any of the others, you would start altering original gameplay. I guess in order for this to work completely, EDuke32 would also need to be able to load specific CON files for each map (e.g. cranium_game.con), and I think that's not possible.
This particular case could be hadled using EVENT_SOUND in a mutator, intercepting the start of the shotgun sound, I think.
Hendricks266, on 08 August 2015 - 06:14 PM, said:
The per-map ART feature only got in my way when I was refactoring the ART code recently to expand how it can be used from def. I appreciate how it, like the grpinfo feature, has its uses, but I find both to be under-engineered stopgaps that will need both replacements and indefinite maintenance for backwards-compatibility.
The original use of the per-map ART feature was more convenient usage of stand-alone usermaps that come with custom art, rather than a tool for modding. So yes, it's not (as we say in Germany) the "egg-laying woolmilksow"
, but just enough to make such maps conveniently usabe on the player side.