Autoloading a pk3/pk7 directly (Path=[path to file]) works, but place any pk3/pk7 file inside an autoloaded folder (Path=[path to folder]), and it will be ignored by the engine.
Chaning the extension of a file from .pk3 to .wad (without changing its format), it will be properly loaded by the engine as a pk3 file, even if its extension is .wad.
Autoloaded folder ignores non-wad files (pk3/pk7)
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- RicardoLuis0
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Autoloaded folder ignores non-wad files (pk3/pk7)
Last edited by RicardoLuis0 on Sun Oct 10, 2021 7:38 pm, edited 1 time in total.
- Delfino Furioso
- Posts: 115
- Joined: Sat Mar 27, 2021 3:21 pm
Re: Autoload folder ignores non-wad files (pk3/pk7)
something similar happens when trying to load a .zip archive which contains one or more .pk3 files
using sparse files:
gzdoom.exe -iwad "DOOM2.WAD" -file "Mapset.pk3" "GameplayMod.pk3"
always works
bundling all pk3 in a .zip archive
gzdoom.exe -iwad "DOOM2.WAD" -file "bundle.zip"
works only if the bundled .pk3 files are renamed within the archive, adding .wad to the extension
this is using 4.7.0
if this is intended behaviour then sorry for false-flagging it
using sparse files:
gzdoom.exe -iwad "DOOM2.WAD" -file "Mapset.pk3" "GameplayMod.pk3"
always works
bundling all pk3 in a .zip archive
gzdoom.exe -iwad "DOOM2.WAD" -file "bundle.zip"
works only if the bundled .pk3 files are renamed within the archive, adding .wad to the extension
this is using 4.7.0
if this is intended behaviour then sorry for false-flagging it
- Caligari87
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Re: Autoload folder ignores non-wad files (pk3/pk7)
@Delfino the behavior you're describing is probably not related to this bug report, in my estimate. Explanation in spoiler to avoid derailing, but TL;DR don't do that.
Spoiler:
- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: Autoloaded folder ignores non-wad files (pk3/pk7)
This is working as designed - the file system does not support embedding of non-WADs, and autoloading a folder is just that.