[v1.0] gzdoom.ini to defbinds + defcvars + keyconf converter

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[v1.0] gzdoom.ini to defbinds + defcvars + keyconf converter

Postby Rachael » Tue Dec 31, 2019 3:36 am

v1.0 released!

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.

Source repo: https://github.com/madame-rachelle/gzdo ... -converter
Spoiler: old crap
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Rachael
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Re: [v0.0] gzdoom.ini to defbinds + defcvars + keyconf conve

Postby Redneckerz » Tue Dec 31, 2019 6:25 am

This will come in handy. Stuff like this is something you only come up with when the existing methods are not very user-friendly, to say the least.

Thanks for this Rachael, and a happy NY to you aswell :)
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Re: [v0.0] gzdoom.ini to defbinds + defcvars + keyconf conve

Postby Rachael » Tue Dec 31, 2019 6:32 am

Thank you Redneckerz. :)

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.
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Re: [v0.0] gzdoom.ini to defbinds + defcvars + keyconf conve

Postby Enjay » Tue Dec 31, 2019 7:17 am

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. :)
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Re: [v1.0] gzdoom.ini to defbinds + defcvars + keyconf conve

Postby Rachael » Thu Jan 02, 2020 10:58 pm

First stable release!

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)
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Re: [v0.0] gzdoom.ini to defbinds + defcvars + keyconf conve

Postby Redneckerz » Sat Jan 04, 2020 7:54 am

Rachael wrote:Thank you Redneckerz. :)

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.

Ill put this on the work queue for R667.
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Re: [v1.0] gzdoom.ini to defbinds + defcvars + keyconf conve

Postby Rachael » Sat Jan 04, 2020 8:12 am

Yeah it's mostly meant for standalone games.
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Re: [v1.0] gzdoom.ini to defbinds + defcvars + keyconf conve

Postby Redneckerz » Sat Jan 04, 2020 11:58 am

Rachael wrote:Yeah it's mostly meant for standalone games.

Perfect, that's the description needed then.

Again - Thanks for this kind of thing. 8-)
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Re: [v1.0] gzdoom.ini to defbinds + defcvars + keyconf conve

Postby Rachael » Sat Jan 04, 2020 2:10 pm

You're welcome.
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