Doom Runner (yet another graphical Doom launcher)
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
-
- Posts: 293
- Joined: Wed Apr 24, 2013 1:41 am
- Location: Lost Angeles
Re: Doom Runner (yet another graphical Doom launcher)
Just noticed the 1.5.1 update and gave it a quick test run, it's now pinned to my taskbar. Outstanding work!
-
- Posts: 6
- Joined: Tue Aug 25, 2020 9:09 pm
Re: Doom Runner (yet another graphical Doom launcher)
I love you youda, I was the one to email you initially and you came through. Much respect, thanks!
-
- Posts: 174
- Joined: Sun Sep 01, 2019 10:59 am
Re: Doom Runner (yet another graphical Doom launcher)
Tried out the latest version after having not updated in forever, and it looks like this one has both of the features I was going to request in it (namely adding multiple files at once from the file select dialog and the ability to use folders as entries), so I'd say it's pretty much complete! Thanks for all your hard work!
Edit: And of course, immediately after posting, I did think of something. Not sure how feasible it would be, but maybe there could be some sort of icon or indicator to better differentiate at a glance folders and mods in the mods list? I know folders obviously don't show a file extension, but just a thought.
Edit: And of course, immediately after posting, I did think of something. Not sure how feasible it would be, but maybe there could be some sort of icon or indicator to better differentiate at a glance folders and mods in the mods list? I know folders obviously don't show a file extension, but just a thought.
-
- Posts: 50
- Joined: Wed May 01, 2019 8:15 am
Re: Doom Runner (yet another graphical Doom launcher)
That shouldn't be that hard i think. Qt is already prepared for this.stainedofmind wrote:Not sure how feasible it would be, but maybe there could be some sort of icon or indicator to better differentiate at a glance folders and mods in the mods list? I know folders obviously don't show a file extension, but just a thought.
-
- Posts: 19
- Joined: Thu Dec 30, 2021 7:03 pm
Re: Doom Runner (yet another graphical Doom launcher)
After trying this out and becoming more familiar with this I can't go back to the other launcher I was using. Amazing work. Thank you for the work you put in.
-
- Posts: 7
- Joined: Thu Jan 06, 2022 10:14 am
- Graphics Processor: nVidia with Vulkan support
Re: Doom Runner (yet another graphical Doom launcher)
I have been using .bat files to launch custom mods and whatnot for the longest time, but coming back to classic Doom after a long time away from it had me forgetting how to properly set things up and also everything was ruined because of a simple change in Drive letterings and I was all like "No way am I going to go through 100+ text files to fix paths, there must be a better way to do this x.x", and I figured it was finally time to learn to use some sort of launcher, but searching for one was rather confusing (as the most popular one seemed to be ZDL, and it has seemingly been dead for a long time), but then I found this one, saw it was recently updated and also had high praise in the latest comments and went to try it out, and so far, I think this is exactly what Ive been looking for! No more 5 billion batch files in the GZDoom directory, and no more manual copying of pwads into a billion different folders for each engine etc!
I finally made an account on this forum just to say my thanks!
EDIT: It sure took some time adding everything to the launcher instead (>_<), but will be worth it in the future
I finally made an account on this forum just to say my thanks!
EDIT: It sure took some time adding everything to the launcher instead (>_<), but will be worth it in the future
-
- Posts: 54
- Joined: Wed Mar 02, 2016 10:28 am
- Graphics Processor: ATI/AMD (Modern GZDoom)
Re: Doom Runner (yet another graphical Doom launcher)
I've been using Rocket Launcher for several years and have just decided to switch to this one. And... it's great! The UI is definitely much more convenient.
-
- Posts: 524
- Joined: Wed Jul 09, 2014 7:25 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
Re: Doom Runner (yet another graphical Doom launcher)
New bug I've been running into. When adding an alternate save directory in launch options, it'll sometimes save to the wrong directory. This is what I mean.
Doom Runner is set to save at "D:/Doom Stuff/GZDoom/Saves/name of mod" (note that the launcher is located at "D:/Doom Stuff/Launchers/Doom Runner")
However instead the game will create a GZDoom folder and save it to "D:/GZDoom/Saves/name of mod"
Its a really weird one and only seems to happen on a few presets. The only thing I can figure is it has to do with not using the "Use absolute paths" option in the setiings.
Doom Runner is set to save at "D:/Doom Stuff/GZDoom/Saves/name of mod" (note that the launcher is located at "D:/Doom Stuff/Launchers/Doom Runner")
However instead the game will create a GZDoom folder and save it to "D:/GZDoom/Saves/name of mod"
Its a really weird one and only seems to happen on a few presets. The only thing I can figure is it has to do with not using the "Use absolute paths" option in the setiings.
-
- Posts: 7
- Joined: Thu Jan 06, 2022 10:14 am
- Graphics Processor: nVidia with Vulkan support
Re: Doom Runner (yet another graphical Doom launcher)
I noticed something like this too, so I ended up just copy-pasting the full path of the desired save folder into each preset >_<mamaluigisbagel wrote:New bug I've been running into. When adding an alternate save directory in launch options, it'll sometimes save to the wrong directory. This is what I mean.
Doom Runner is set to save at "D:/Doom Stuff/GZDoom/Saves/name of mod" (note that the launcher is located at "D:/Doom Stuff/Launchers/Doom Runner")
However instead the game will create a GZDoom folder and save it to "D:/GZDoom/Saves/name of mod"
Its a really weird one and only seems to happen on a few presets. The only thing I can figure is it has to do with not using the "Use absolute paths" option in the setiings.
-
- Posts: 419
- Joined: Tue Feb 23, 2016 11:59 am
Re: Doom Runner (yet another graphical Doom launcher)
Been enjoying the updates since I last used this! Haven't used it in a long time but came back recently and really appreciate the ini copy feature. It would be nice if when you created an ini file copy it automatically switched to that ini right away, though. Good for when you use a template config to create new configs and you make a new ini file you don't have to scroll through all the different inis to find the one that matches the new config you made for your new mod set.
-
- Posts: 293
- Joined: Wed Apr 24, 2013 1:41 am
- Location: Lost Angeles
Re: Doom Runner (yet another graphical Doom launcher)
the Open file location feature is really handy!
One oddity I've found is that this launcher adds the "-file" argument before every file in the mod list, and will only load anything after the last instance of "file" in non ZDoom ports unless you copy everything after the first "-file" command to the additional arguments field and remove all but the first instance. But at that point I'm essentially creating a batch file.
One oddity I've found is that this launcher adds the "-file" argument before every file in the mod list, and will only load anything after the last instance of "file" in non ZDoom ports unless you copy everything after the first "-file" command to the additional arguments field and remove all but the first instance. But at that point I'm essentially creating a batch file.
Last edited by Lippeth on Sat Sep 03, 2022 12:54 pm, edited 2 times in total.
-
- Posts: 95
- Joined: Fri Jan 14, 2022 8:31 pm
Re: Doom Runner (yet another graphical Doom launcher)
Love this thing, I'm never going back to ZDL!
-
- Posts: 524
- Joined: Wed Jul 09, 2014 7:25 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
Re: Doom Runner (yet another graphical Doom launcher)
I've been having an odd bug where the program will enable/disable random files. ie I had a Corruption Cards patch enabled and "Friendly Zombies" disabled, but when I started up the program the next time, the patch was disabled and "Friendly Zombies" was enabled.
-
- Posts: 524
- Joined: Wed Jul 09, 2014 7:25 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
Re: Doom Runner (yet another graphical Doom launcher)
Just an update that I'm happy with the update to add separators, but they seem really buggy. If you move a mod up with the up arrow button when a separator is above it, it seems the mod becomes that separator.
You do not have the required permissions to view the files attached to this post.
-
- Posts: 21
- Joined: Sun Sep 11, 2022 4:37 am
Re: Doom Runner (yet another graphical Doom launcher)
Hi guys, i'm writing from a new account because i lost access to the old one, the password reset emails never arrive and the Board administrator form has been disabled.
Can you give me some more detailed example, like what exactly you clicked and pressed in which order?
Fixed, thanks.mamaluigisbagel wrote: ↑Wed Jan 12, 2022 6:26 am New bug I've been running into. When adding an alternate save directory in launch options, it'll sometimes save to the wrong directory. This is what I mean.
Doom Runner is set to save at "D:/Doom Stuff/GZDoom/Saves/name of mod" (note that the launcher is located at "D:/Doom Stuff/Launchers/Doom Runner")
However instead the game will create a GZDoom folder and save it to "D:/GZDoom/Saves/name of mod"
Yea i noticed that too independently, already fixed.Someone64 wrote: ↑Thu Jan 20, 2022 8:19 am Been enjoying the updates since I last used this! Haven't used it in a long time but came back recently and really appreciate the ini copy feature. It would be nice if when you created an ini file copy it automatically switched to that ini right away, though. Good for when you use a template config to create new configs and you make a new ini file you don't have to scroll through all the different inis to find the one that matches the new config you made for your new mod set.
Reported by multiple people, already fixed.Lippeth wrote: ↑Fri Jan 28, 2022 3:57 am One oddity I've found is that this launcher adds the "-file" argument before every file in the mod list, and will only load anything after the last instance of "file" in non ZDoom ports unless you copy everything after the first "-file" command to the additional arguments field and remove all but the first instance. But at that point I'm essentially creating a batch file.
I never had this happen and i cannot reproduce it. Can you give me some reproducible example?mamaluigisbagel wrote: ↑Tue Aug 02, 2022 5:27 pm I've been having an odd bug where the program will enable/disable random files. ie I had a Corruption Cards patch enabled and "Friendly Zombies" disabled, but when I started up the program the next time, the patch was disabled and "Friendly Zombies" was enabled.
Hmm, i can move the separators among the mods and the mods among the separators up and down all i want and this never happens.mamaluigisbagel wrote: ↑Fri Sep 09, 2022 8:19 am Just an update that I'm happy with the update to add separators, but they seem really buggy. If you move a mod up with the up arrow button when a separator is above it, it seems the mod becomes that separator.
Can you give me some more detailed example, like what exactly you clicked and pressed in which order?