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dml2.x's Introduction

ABOUT DML 2.X

Doom Mod Loader 2.X is a launcher for Doom (and also for Doom 2, Heretic, Hexen, Chex Quest, Strife etc...) mods!
It's the revamped and updated C# version of the old VB.NET Doom Mod Loader

MAIN FEATURES!

  • Works with most of modern doom sourceport (like zdoom, skulltag, gzdoom, zandronum etc... see below the tested ones)
  • Saves groups of mod you want to play togheter in presets.
  • Writes engine console parameters for you (Or even add other ones if you know them!)
  • Change mod loading order, so you can load different mods without let them replace each other stuff without control.
  • Change launching options such as the starting level, the skill level, chose if play with faster monster, let them respawn (like in NIGHTMARE! difficulty) or just remove them.
  • Change the video renderer mode.
  • Use an alternative sourceport .ini file without the need of swapping them manually.

TESTED SOURCEPORTS (v2.5)

FULL COMPATIBILITY:

  • GZdoom (v4.7.1), -height and -width do not work due to gzdoom way of handling resolution)
  • LZdoom (v3.87c)
  • Zandronum (3.1)
  • Zdoom(2.8.1)
  • QZDoom (2.1.0)
  • Skulltag(98d)

PARTIAL COMPATIBILITY (Some DML features will not work):

  • Chocolate Doom (3.0.1)
  • PrBoom+ (2.6.2)

WORKAROUDS FOR KNOWN ISSUE:

Q: I use a custom save function like 'BIND [KEY] "save QUICKSAVE.ZDS" '" in order to save my game in gzdoom/zandronum, but after I exit the game my save is gone!
A: Your save is not gone, it's just saved in the wrong folder due to a weird behavior of gzdoom (or Zandronum) when you save a game this way while you started the sourceport from DML 2.X. Your missing save is in the same folder as the DML 2.X exe in Windows or in your "home" folder in Linux, move it to where your sourceport usually store your saves and then follow this steps so you dont have to always manually move the saves.

Q: I use woof! on Windows as a sourceport but when I start it through DML 2.X using the fluidsinth backend I get an error and it reset to the system default one.
A: Follow the workaround section here. Please also note that woof! it's not a sourceport that I personally tested, although it seems to work good enough to be considered partially compatible, it's not officially supported for the time being.

Q: I use woof! on Windows as a sourceport but when I start it through DML 2.X I get an error that says "No such option '+fullscreen'"
A: Woof! will not start if an unknown argument is supplied. I've made a ad-hoc build that will not pass the +fullscreen flag. You can find the download link and more info here. Please also note that woof! it's not a sourceport that I personally tested, although it seems to work good enough to be considered partially compatible, it's not officially supported for the time being.

Take a look to the readme .txt bundled with DML 2.X for more Q/A.

LICENSE

You can use the DML 2.X source code in any way you like as long as you follow the BSD 3-Clause "New" or "Revised" License terms.

DOWNLOADS

(Need Microsoft .Net Framework 3.5 to work)

You can read stuff about the 2.5 version and the future of the project here on moddb.

You can find the latest Windows stable here on github and on ModDB:

Doom Mod Loader v2.5 (Windows)

You can find the latest Linux/MacOS (Mono) stable here on github.

Doom Mod Loader

Doom Mod Loader

You can find the beta releases here on github.

CREDITS

See CREDITS.md

DONATE

If you like my work and you would like to support me, you can send monero to this address:

83XoYbCK9bZLF93kvY3RVHfWRtnLZAjLELUCP1foBMqoRi6zKF8NKXzTH2CobxvoZyREPcfgb6WwVaAu36iZDM72PYh2TCM

NOTE: Donation will NEVER be required, but are more than welcome ;) Don't worry if you can't/don't want to donate as it will not change the way I work. I would not make my software open source if I just wanted to profit from it.

CONTACTS

If you're interested in my softwares, games, open source projects or just want to contact me, you can find me here:
๐Ÿ”— Website: https://p36software.net
โœ‰ Support e-mail: [email protected] (for reporting bug/give feedback/ask for help)
โœ‰ Info e-mail: [email protected] (for anything else)
๐Ÿฆ Twitter: https://twitter.com/p36software (@p36software, gets updated more often)
๐Ÿ“„ Github: https://github.com/Premo36
๐Ÿ”ง ModDB: https://www.moddb.com/members/premo36
๐ŸŽฎ IndieDB: https://www.indiedb.com/members/premo36
๐ŸŽฅ Youtube: https://www.youtube.com/channel/UC9yqO2r6CJeLcKebDr142eA

dml2.x's People

Contributors

premo36 avatar stephenchamberlain avatar

Stargazers

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dml2.x's Issues

v2.5 Bug - autoload preset does load sometimes

Os: Windows 10
Version: 2.5 Stable
Bug description (from moddb user):

After highlighting a new mod to further change its order in the mod window the autoload config wont get read anymore. It only works when closing the mod order window and then pressing play. I noticed that as my bind for the flashlight often didn't work

Add custom categories

Implement a system where the user can save in custom categories groups of mods.
When a category is selected, only the mods saved in it will be visible in the list.

Workaround to make saves made with 'BIND [KEY] "save QUICKSAVE.ZDS" '" still work between gzdoom session

When using a custom "quicker quicksave" function, created by writing bind F6 "save quicksave.zds" ( F6 could be any key and quicksave could be any name), the quicksave.zds file is created next to the DML 2.X exe, instead of being created in the "Save" folder next to the gzdoom exe. Until gzdoom is closed the quicksaved file will be loaded by the quickload key, as well as show up in the save/load menu, but once gzdoom is closed, when it's opened again the quicksave will be gone from the save/load list and the quickload function will also fail. Make a workaround that can be enabled in the dml 2.x preferences, that once the sourceporte exe is closed, it will look for *.zds files inside the dml 2.x folder and will move them to the correct save folder

pwad list issue duplicates

Hi this is Rye from moddb. I just wanted to pass along an issue i found while using your great app. If you have a wad or pk3 or any file with the same name in different folders only the first one will be picked up. For example, I just made a copy of my ancient aliens folder and as you can see when i reload resources only Ancient Aliens\aaliens.wad wwhere i would also expect to see Ancient Aliens - Copy\aaliens.wad after reloading resources.

Screenshot 2022-04-15 075250

Woof doesn't support "+fullscreen" param, DML still passes it

line 1497 on MainMenu.cs passes "+fullscreen" param as true/or false, instead of passing fullscreen param only if it is checked.

possible fix:

//FULLSCREEN if (chkFullscreen.Checked) { parm.AppendFormat(" +fullscreen {0} ", chkFullscreen.Checked); }

Crash on Mac

console-err.log
console.log
mono_crash.92acaffcd.4.json.log

Run from terminal (ZSH) using the command 'mono DML\ v2.5\ [Mono].exe >console.log 2>console-err.log'. 14" M1 Pro Mac, 16gb RAM, 1tb HDD. Stable and Visual Studio channels do the same thing. Note that I did have mono installed before DML, but I installed mono from the website in the instructions before attempting to run it.

Settings Do Not Save on Windows 11

Hi Premo36, this last update is fantastic! I was running DML on Windows 10 flawless. I formatted my PC and installed a fresh new OS, Windows 11. So, in every time I restart the game (using DML, preset saved) I lost all settings! Even if I save settings (Brutal Doom BE has an option to save settings). I bought a crap Ultra Wide screen and all universe it's against him LOL So, all the time I must remove a Crap resolution, all performances settings for my RTX 2070 Super are lost each time I restart the Doom Mod Loader. I'm using GZDoom port. I tried run in admin and Windows Vista Compatibility and nothing changed. Thanks anyway Dude. This DML is awesome.

Make 'bind [KEY] "save quicksave.zds"' work on Linux and Mac OS(?)

The workaround 'bind [KEY] "save quicksave.zds" (see #14 for details) does not work under Linux (and probably also under MacOS, can't test as I don't own a mac), as quicksave.zds gets saved in the home folder and not in the dml 2.x folder. Also the workaround as it is now will still not work as the gzdoom executable installed trough apt (located at /usr/games, which it's just a bash script that execute the real executable at /opt/gzdoom/gzdoom) does not have the "save" folder next to it as all user data is stored in ~/.config/gzdoom.

Could be fixed by using something like this is in the mono version, and warn the user in the readme that as been tested with only recent version of gzdoom/zandronum installed trough apt and that it may not work on older/portable version of those sourceports and that it's not tested under Mac OS:

string homePath = Environment.GetEnvironmentVariable("HOME")

string destinationPath = Path.Combine(homePath, ".config"); 
destinationPath = Path.Combine(destinationPath, executableName)

//Move any .zds file from the home folder to destinationPath

Add an "autoload" feature

Add a way to load always, no matter the preset, the engine the iwad etc... a group of mod.
The idea is to make an alternative preset list in the game section, and the preset selected in that list gets always loaded.

issue with loading Fluidsynth on Woof using DOOM Mod Loader v2.5

  • OS: Windows
  • DML Version: v2.5 (Stable)
  • Sourceport: Woof!

From user report:

I came across an error where I cannot use the Fluidsynth sound backend for playing midi when using the loader. And yes I can boot it just fine outside the program when using Woof as a standalone

error woof

WORKAROUND:

  1. Open woof! Doesn't matter if through DML or directly.
  2. Change from "native" to "Fluidsinth". I will tell you to close it on order to apply changes. Close it.
  3. Go into the woof folder (the one with woof.exe and a bunch of .dll and other stuff) and locate the "soundfonts" folder.
  4. Copy the "soundfonts" folder in the DML 2.5 folder. Now you should have 2 soundfonts folder, the original in the woof folder and one next to the DML 2.5 exe.
  5. Open woof through DML v2.5. It will now start without any error and using fluidsinth!

Woof folder:
workaround woof 1

DML 2.5 folder:
workaround woof 2

You may have to repeat this process with any new woof! release, depending if anything inside that folder changes between releases.

Add an option to order the preset

In the prefrences menu, add a new menu voice for the preset orders, the combobox value should be something like:

  • Alphabetical - Ascending
  • Alphabetical - Descending
  • Date - Ascending
  • Date - Descending

Make longer preset names still fully visible in the preset combobox

Implement something like this code (taken from https://stackoverflow.com/questions/48573024/add-scrollbar-to-winforms-combobox/48573154) to make the preset list as large as the longest preset name so it's always visible.

ComboBox senderComboBox = (ComboBox)sender;
int width = senderComboBox.DropDownWidth;
Graphics g = senderComboBox.CreateGraphics();
Font font = senderComboBox.Font;
int vertScrollBarWidth =
    (senderComboBox.Items.Count > senderComboBox.MaxDropDownItems)
    ? SystemInformation.VerticalScrollBarWidth : 0;

int newWidth;
foreach (string s in ((ComboBox)sender).Items)
{
    newWidth = (int)g.MeasureString(s, font).Width
        + vertScrollBarWidth;
    if (width < newWidth)
    {
        width = newWidth;
    }
}
senderComboBox.DropDownWidth = width;

last folder and filename bug

from modb user:

Found a serious bug. When choosing "mod list view : last folder and filename" DML would always start with one single mod when clicking play right after starting DML.

Selection cleared after "play"

Current behavior:

  1. select your mods
  2. click "play"
  3. change your mind about one mod and close this window
  4. selection is cleared! :-\

Expected behavior:

  1. select your mods
  2. click "play"
  3. change your mind about one mod and close this window
  4. selection is unchanged

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