there it is again... the desire for a Quake port with a totally different QuakeC architecture where scripts can be included in any mod pk3 and loaded at runtime, and multiple paks stomp previously loaded ones, allowing a "game -> mod -> mutator"-like architecture, and throw in some basic OO for doing things like entity class replacements... people could make so much good stuff with that. keep everything else the same but uplift the modding tech to zdoom + zscript parity basically.

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