DanM, on Jan 19 2010, 10:06 PM, said:
EDIT : is there a possible way to keep all of eternitys user.con data ive written in a seperate file that just merges with the normal duke plus userplus.con? just be any easier way to keep up-to date with dukeplus
Yes. Anything you put in USER.CON will be loaded before USERPLUS.CON. Duplicate definitions are ignored, which means that the definitions read first are the ones used.
You can also edit EDUKE.CON and tell it to include your own code. Right now EDUKE.CON has one line:
include DukePlus/dpcons/DUKEPLUS.CON
You could make a DNE directory, put all your code in "DNE.CON", and then change EDUKE.CON so that your code is loaded first:
include Dukeplus/DNE/DNE.CON
include DukePlus/dpcons/DUKEPLUS.CON
You can put your own definitions, actors etc. in there. Depending on your code, there could be some problems. For example, if your actors use states that are defined in DUKEPLUS.CON, then it won't compile (in that case you could try having your code load _after_ DUKEPLUS.CON). You can even have code for events, such as EVENT_GAME, even though the events are also in DUKEPLUS.CON. For events and actors (unlike definitions), when the compiler finds a duplicate, it appends the new code. That's why you are able to use Muelsa's Dukebike mod with Duke Plus -- his EVENT_GAME code (along with other stuff) is being tacked on to the end to the Duke Plus EVENT_GAME (or the other way around, depending on the order you load things). By the way, it is buggy as it stands (for example, the Dukebike fights for control of the camera with my dynamic F7 view mode; that's one of the things that will be fixed when the code is properly integrated).