finally, made are more-or-less proper module system. abstract definitions are in "script/*.dat" files now, and there is "script/module.dat" file with <Module "name";> directives. the game then loads each module files from the corresponding module dir in "script/".
for now all game objects still must be defined in scripts (so you cannot create new enemy class
, and skip it's definition, even if it is unused in game), but you can create standalone modules with new configs (tnx to my "Extend" directive).
for the demo purposes, i moved "Alien Mod" content to "zone69" module. you can't omit it for now, but i'll eventually fix it (so game will simply ignore entity classes without proper definition in scripts).
basically, module system is a simple extension of "Include" system, so it will be fairly easy to port it to comm. fork. see this commit
. module system is fully backwards-compatible (except that "module.dat" file must present anyway, but it can be empty).