Any utility that assists in the creation of mods, assets, etc, go here. For example: Ultimate Doom Builder, Slade, WadSmoosh, Oblige, etc.
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This is a project that converts your .ini file into a defbinds/defcvars/keyconf equivalent.
v1.1 is updated to work with the newest version of GZDoom
This program is a command-line application - meaning you will have to run it from the command prompt or terminal screen/window appropriate to your system.
This was once a little .cmd script that is now a much faster (and more robust) C++ program.
gzdoom-config-converter-v1.0.zip
This program will take your gzdoom.ini and take the relevant sections out of it, and write out a defbinds.txt, defcvars.txt, and keyconf.txt all in the correct format for use in your project.
This program should be run in its own folder, currently requires the file to be named either gzdoom.ini or gzdoom_portable.ini, and the target files may not already exist (or it will abort, to prevent you from losing anything in those files).
The purpose of this program is to take some of the hassle out of setting defaults for stand-alone games - you can start with a fresh config, set everything up in the menu for your game, and then run this program and distribute the generated files to have them as your defaults for everyone.
Hope you enjoy!
The code is cross-platform - should work on literally any system that supports C++ 11.
This is a simple little .cmd script (works in Windows only) that converts a gzdoom.ini file into a valid defbinds.txt + defcvars.txt + keyconf.txt file.
It's far from perfect, if one is rewritten in C++ it can be a lot more robust than this.
I recommend you do a fresh config file and set your settings from there, it will reduce the chance of parsing errors. Run it from its own folder, too, and don't run it as admin, etc. - like I said, there could be some issues.
This might work on Wine for Linux/Mac, but very unlikely.
configconverter.zip
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Last edited by Rachael on Tue Oct 31, 2023 9:46 am, edited 1 time in total.
I plan to rewrite this in C++ (or possibly BASIC, since it's easier) completely, the batch script was mainly to get an idea of the final structure of the program when I do.
I haven't had a chance to try this yet but thank you very much. As soon as I saw the defcvars lump being discussed, I knew that it would be something that I would find useful for stand-alone projects and I knew that it would mean me writing new lumps (and learning their format). If this tool can give me some help in at least making the initial files, then the final polish that I'd need to put in by hand should be so much easier. Thanks again.
This is now a full C++ program. Note that you will have to run it from the command line, and likely in its own folder.
Also, for Windows it currently does not check for gzdoom-%username%.ini - so you'll have to rename your gzdoom.ini file. (gzdoom_portable.ini will work though, if you insist on running it inside your gzdoom folder)
I plan to rewrite this in C++ (or possibly BASIC, since it's easier) completely, the batch script was mainly to get an idea of the final structure of the program when I do.
You are welcome, Miss Rachael And congratulations on the conversion to C++.
Just to confirm what Enjay postulated - This is, among other things, handy for Standalone games, right? I noticed that a basic ''purpose'' text was missing in the OP.
Works with the latest version of GZDoom now, plus many more platforms/architectures available. You can run this thing on your overly heat-tortured potato.