It occurs to me that, considering how commonly modded enemies are renamed, that I would need to throw some sort of script together to support mods.
I would recommend working around this by providing pk3s for specific mods, e.g., MSPaintDoom has a special PK3 just to allow it to be side loaded with hard doom.
A script to automatically generating a pk3 for combinations
of wads would be tricky to make, if both mods happened to define the same actor, or give the actor the same editor number, you would run into trouble trying to figure out which enemy to spawn. Eg, if hard doom had a custom explosive barrel with an ID of 12345 and Beautiful Doom had a custom weapon with an ID of 12345, what would happen if you loaded both at the same time? Or worse, what if both Hard Doom and Beautiful doom replaced the same actor? (this is pretty common, many mods replace weapons, for example). ZDoom even has trouble resolving these conflicts.
also oops, I missed some questions earlier
Also, on another topic: what types of lumps prevent multiplayer compatibility? I know that Decorate supposedly breaks it with any use, but I am unsure if other lumps do the same thing. Would a Language lump remain compatible?
And if there is some uses of decorate that remain compatible, let me know.
EDIT: Having been playing with this on autoload recently online, an interesting conundrum has come up: Should I try to replace more popular Realm667 monsters with Flemoids? And if so, should I stick those replacements in a seperate wad?
You can replace spirtes, patches, sounds, music, and graphics in a skins wad without causing problems, though note that there are certain exceptions to prevent cheating. E.g., if the player sprites are larger than the originals, the replacement might be ignored.
As far as I know, DECORATE, DEHACKED, ACS, or any other lump that has "code" is never safe to use in skins wads. PLAYPAL and COLORMAP will also be ignored to prevent cheaters from loading an "always render the game at full brightness" colormap. A language lump might work, though.
So, I'm not entirely sure how to allocate the texture replacements. I know I want UAC related items to have chex on them, while anything "hellish" should be replaced with Flemoid related textures. Question is, do I use the Flemoid Meteor textures for the Gothic or Hellish texture sets? Like, part of me wants to put the Sewer textures over the gothic textures, but then you would probably run into random sewers in the same areas as that of flemoid meteor textures. What do you guys think?As much as your gut might be drawn to sewer textures for gothic, if I were you I'd look at what was going to be nearby... however something you might do if you thought it looked good is do sewer, but with slime patches all around the edges like the ones introduced in CQ3 to make it covered in slime. That's what I might do.
This is going to be tricky.
Level designers will use "texture hacks", e.g,. they'll slice up some texture and give it 8 px alignment offsets to make it look like something different (e.g., taking a 64 x 64 monitor and stretching it to look like it fits on a 128 x 128 texture), even Freedoom has trouble supporting these hacks.
What I would recommend is, test early and test often, with a wide variety of Doom PWADs, the only way to have perfect compatibility with all mods is to make Chex textures that are almost exactly the same in shape, color, and size, it would probably take a lot of creativity to make a Chex Tekwall, Crackle, GSTFONT, SKSPINE, STARTAN, or PLAT, but it would be very cool to see.