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Re: Doom Runner (yet another graphical Doom launcher)
Posted: Thu May 08, 2025 3:53 pm
by Youda0008
Hi guys. I fixed the crash when reordering presets on Windows 11. Sorry it took so long.
NotTheTime wrote: Sun Apr 27, 2025 1:45 am
in 1.9.0 The config selection menu (if it is long) does not allow scrolling down with mouse wheel, it sticks to the top files.
That's gonna be very difficult to fix, because it's the result of how i update the list from the directory. I don't know if i'll ever be able to fix this.
Right now i can only suggest you to organize your config files by preset names by using the "Use preset name" feature at the "Data directories" tab, so that your list is not so large.
NotTheTime wrote: Sun Apr 27, 2025 1:45 am
It would be nice if the file description window had a word-wrap function.
Ok, that should be easy.
Re: Doom Runner (yet another graphical Doom launcher)
Posted: Thu Jul 24, 2025 7:18 am
by bingojohnson
Today I found out you can copy and paste mods from one list to another. This launcher is the best ever!
Re: Doom Runner (yet another graphical Doom launcher)
Posted: Sat Aug 09, 2025 11:16 pm
by Clayman_Colony
bingojohnson wrote: Thu Jul 24, 2025 7:18 am
Today I found out you can copy and paste mods from one list to another. This launcher is the best ever!
That was one of my requests on github lol, I'm
SO glad that got implemented. I have a bunch more good feature requests I'll drop there soon and we'll see what happens.
Youda0008 is a total legend! DoomRunner is king!
Re: Doom Runner (yet another graphical Doom launcher)
Posted: Mon Aug 11, 2025 2:07 am
by Nash
DoomRunner truly is the best launcher to use in 2025. It's been extremely invaluable for testing and debugging purposes, for me. Good work, Youda0008.
Re: Doom Runner (yet another graphical Doom launcher)
Posted: Fri Aug 15, 2025 12:22 am
by Clayman_Colony
bingojohnson wrote: Thu Jul 24, 2025 7:18 am
Today I found out you can copy and paste mods from one list to another. This launcher is the best ever!
In the process of testing some stuff while logging more feature requests for DoomRunner on github I found out that you can also paste the mods into a mod bundle which is super useful for rapidly converting existing mods into bundles.
If you don't know what bundles are they are basically a way to update the same mods in other presets at the same time without having to manually add it or copy paste it to each preset. So for example: You use a version of gearbox and then gzdoom gets a security update and the old version no longer works: you just update the bundle file with the new version of gearbox and every mod preset using that bundle is now on the working version. Awesome isn't it!
Re: Doom Runner (yet another graphical Doom launcher)
Posted: Thu Sep 11, 2025 10:19 am
by Major Cooke
Glad to see my suggestion made it in. Mod bundles are incredibly useful. Now I can mix and match with less work in between.
Excellent work Youda.
Re: Doom Runner (yet another graphical Doom launcher)
Posted: Thu Oct 02, 2025 4:22 pm
by mamaluigisbagel
ngl I was happy to see mod bundles get in, but for some reason I can't find a reason for myself to use them. Usually if I use certain mods with a lot of load orders, I just set up an autoload folder. I know it has uses for things like updating mods across profiles, too.
Can people, whether it be the dev or others that use them, give examples of how you use them? I often don't consider how to use something until I see some examples, and even then, I feel others might benefit from seeing some examples too.

Re: Doom Runner (yet another graphical Doom launcher)
Posted: Mon Nov 10, 2025 5:24 am
by Nash
UZDoom isn't being detected as a ZDoom-family engine; can the heuristics be updated to support UZDoom?
Re: Doom Runner (yet another graphical Doom launcher)
Posted: Thu Dec 18, 2025 11:22 am
by skorphil
I wasn't able to add game engine on mac. It expects executable whuch i guess is inside uzdoom.app/contents/macos/uzdoom. But in macos you typically not going into .app internals manually and just select .app
Later i can't press on folder icon near engine - it throws error: `"/Users/philipp/Library/Application Support/uzdoom" does not exist.` But my uzdoom is on desktop. IDK why it tries to find it in app support )
Re: Doom Runner (yet another graphical Doom launcher)
Posted: Tue Mar 24, 2026 4:13 am
by Youda0008
Hi guys. I finally released a new version that correctly recognizes UZDoom and uses the same parameters and directory conventions as GZDoom. Sorry it took so long.
As a reward for waiting, the Linux users get an AppImage - an alternative to Flatpak for those who like bundled library dependencies but don't need sandboxing and don't want to hassle with file-system permissions.
Re: Doom Runner (yet another graphical Doom launcher)
Posted: Tue Mar 24, 2026 5:28 am
by Enjay
Thank you for the update and your continued work on Doom Runner. I do still tend to default to ZDL because of force of habit and the fact that it's just so simple, but DR is my second goto launcher,and it's one that I have recommended many times.
I see in the release notes that you said:
Fixed the "Allow jump/crouch/aim" checkboxes producing incorrect flags.
Forgive my ignorance, but where are these check boxes? I've had a look, but I simply can't see them.
Re: Doom Runner (yet another graphical Doom launcher)
Posted: Tue Mar 24, 2026 5:44 am
by Youda0008
Enjay wrote: Tue Mar 24, 2026 5:28 am
Forgive my ignorance, but where are these check boxes? I've had a look, but I simply can't see them.
That's on the tab "Launch/Game options", when you press "Detailed gameplay options".
https://github.com/Youda008/DoomRunner/ ... Mflags.png
Re: Doom Runner (yet another graphical Doom launcher)
Posted: Tue Mar 24, 2026 7:17 am
by Enjay
Got it, thank you. I just wasn't looking deep enough.
