Nash's ZDoom Project Template 2.0 [16/06/14]

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Nash's ZDoom Project Template 2.0 [16/06/14]

Postby Nash » Fri Feb 12, 2010 1:38 pm

What's new?

15/06/2014 (version 2.0)
- Removed KSSC dependency and replaced it with ZSDF.
- Minor tweaks here and there to make use of new ZDoom features (long file names, named scripts, etc).

13/02/2010 (version 1.0)
- First release.

What is this?

WAD tools are so yesterday. For quite some time now, (G)ZDoom has supported loading files directly from disk. This is a blessing IMO because having to rely on WAD tools is very time-consuming as projects get larger and can generally slow down workflow a lot.

With this feature in mind, I've put together some scripts that'll speed up modding workflow. No more WAD tools or time wasted repackaging your PK3 - all of your mod's files can now be edited directly on disk, using your favourite programs. All of your ACS libraries and map scripts will be compiled - and your project can be ran - with just one batch file.

Happy modding!

Click here to download
GitHub repository

Spoiler: Old posts
Last edited by Nash on Sat Oct 24, 2015 7:50 pm, edited 1 time in total.
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Re: Nash's ZDoom Project Template 2.0 [16/06/14]

Postby Nash » Sun Jun 15, 2014 1:31 pm

Finally updated this thing. Version 2.0 has been released (first post)!
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Re: Nash's ZDoom Project Template 2.0 [16/06/14]

Postby XCVG » Sun Jun 15, 2014 2:43 pm

There's one big advantage of files versus WADs that you didn't mention, which is that it works with source control. A WAD is one big binary file to Git- a folder structure with a bunch of text files works a lot better.
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Re: Nash's ZDoom Project Template 2.0 [16/06/14]

Postby The Zombie Killer » Mon Jun 16, 2014 3:14 am

Also, a simpler, quicker way to get the latest ACC is to use this
Just extract and run the updater

(totally not a self plug)
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Re: Nash's ZDoom Project Template 2.0 [16/06/14]

Postby Nash » Mon Jun 16, 2014 3:22 am

TZK: Gah! Why wasn't I aware of that thing before? I would have recommended it in the instructions and talked about it in the video. :P
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Re: Nash's ZDoom Project Template 2.0 [16/06/14]

Postby Kinsie » Mon Jun 16, 2014 6:06 am

...or you could just edit the PK3 in SLADE.
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Re: Nash's ZDoom Project Template 2.0 [16/06/14]

Postby Nash » Mon Jun 16, 2014 9:02 am

Kinsie wrote:...or you could just edit the PK3 in SLADE.


Nah, too slow.

PS have fun VC'ing a 100+ MB PK3 file
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Re: Nash's ZDoom Project Template 2.0 [16/06/14]

Postby XCVG » Tue Jun 17, 2014 4:11 pm

Kinsie wrote:...or you could just edit the PK3 in SLADE.


You can't integrate that with source control. AFAIK Git sees a pk3 as one big binary file.
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Re: Nash's ZDoom Project Template 2.0 [16/06/14]

Postby GooberMan » Wed Jun 18, 2014 2:55 am

Yeah, honestly, if you're developing by creating a PK3 every time instead of abusing the fact that ZDoom accepts folders for its -file parameter, you're doing it wrong. PK3s should really only be used for final distribution.
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Re: Nash's ZDoom Project Template 2.0 [16/06/14]

Postby mallo » Thu Jun 19, 2014 7:51 am

This thread opened my eyes. (I haven't even realized that ZDoom accepts folders as files! :P) I still use SLADE3, but now I find it's "Open Directory" feature actually useful! :P

Thanks, everyone!
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Re: Nash's ZDoom Project Template 2.0 [16/06/14]

Postby DemonSlayer » Tue May 03, 2016 6:45 pm

Yes! Thank you! I have been looking for so long something that can show me about creating a mod for DooM.
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