DOOMWADPATH support

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Delfino Furioso
Posts: 61
Joined: Sat Mar 27, 2021 3:21 pm

DOOMWADPATH support

Post by Delfino Furioso »

Hi, consider a user case where game contents are organized as such:

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"<DIR>\bin\" => engine binaries
"<DIR>\main\" => main game data
"<DIR>\maps\" => megawad files
"<DIR>\mods\" => pwad files
the universal way of loading things would be:

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"<DIR>\bin\engine.exe" -iwad "<DIR>\main\DOOM2.WAD" -file "<DIR>\maps\D2TWID.WAD" "<DIR>\mods\D2SPFX.WAD" 


however, for the majority of source ports, one might define

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set DOOMWADDIR="<DIR>\main\"
set DOOMWADPATH="<DIR>\maps\;<DIR>\mods\"
and then launch simply

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"<DIR>\bin\engine.exe" -iwad "DOOM2.WAD" -file "D2TWID.WAD" "D2SPFX.WAD" 


I've tried doing the same with gzdoom by setting the following .ini file lines:

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[IWADSearch.Directories]
Path=$DOOMWADDIR
[FileSearch.Directories]
Path=$DOOMWADPATH
but after testing I've determined that the "Path=" setting does not support a semicolon-separated list of directories
furthermore, it seems that there is no way to tell gzdoom to look for wads recursively within the specified path (iirc Raze do offer this option, at least for IWADSearch.Directories)

am I doing something wrong?
am I supposed to specify each directory in its own .ini file line?



in general, I'm looking for a convenient way to handle (via batch files, not a launcher) multiple wads organized in a pretty articulated directory tree (ex: by iwad/episode/complevel)
do any of you guys have any suggestions?

thank you!
User avatar
Kappes Buur
 
 
Posts: 4010
Joined: Thu Jul 17, 2003 12:19 am
Location: British Columbia, Canada

Re: DOOMWADPATH support

Post by Kappes Buur »

Using a batch file certainly makes this possible, but
one could get easily lost in the syntax.

Although you mention no launcher for some reason,
using a dedicated Launcher would be the better way to go.
I see good things written about DoomRunner.

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