Ability to use a folder as IWAD

Sun Jul 18, 2021 9:23 am

This is really just an inconvenience for testing standalone games during development, so I guess it wouldn't be a priority, but it is a pain that I have to pack the whole thing into an ipk3 every time I change anything to be able to load it.
Last edited by Marisa Kirisame on Sun Jul 18, 2021 3:12 pm, edited 1 time in total.

Re: Cannot use folder as IWAD

Sun Jul 18, 2021 9:24 am

I'd second this as a feature.

Re: Cannot use folder as IWAD

Sun Jul 18, 2021 10:17 am

First of all, why do you think that it's a bug? If you take a look at the corresponding code, you will see that it accepts only a file with one of these extensions.

There is no need to pack everything to .iwad/.ipk3/.ipk7. It's enough to add one file, IWADINFO, and load everything else from a directory as PWAD. DEFBINDS should be in IWAD too, maybe something else I forgot, but most of content is usable as separate files.

Of course, you can invest some time into making it work from a directory directly. Probably, it's quite easy to do.
However, I would say that such feature has a pretty low priority for us.

Re: Cannot use folder as IWAD

Sun Jul 18, 2021 11:11 am

I guess this can be moved to feature suggestions then.

Re: Ability to use a folder as IWAD

Wed Jul 21, 2021 2:11 pm

Hi.

So I've been working on astandalone game in .ipk3 myself since last month, and as I was trying to figure out how to do it from a directory instead. Eventually I figured out by myself a solution that seems to work perfectly, and since this is a recent thread I decided to create an account just to share my findings.

What I did was create a dummy .ipk3 file containing nothing but an IWADINFO file inside it, so that GZDoom tries to run it as an IWAD when you run it (also you should delete game_support.pk3 and brightmaps.pk3 from your project's GZDoom copy, if you haven't already). This will of course throw an error if you just run GZDoom with no other parameters, but what it accomplishes is you can now run GZDoom like so:
Code:
gzdoom.exe -file <your_project's_directory>
and, boom, there you have it, you can now test your project from a directory so you don't to repackage it every time. You can set up SLADE to run it by adding "file %a" to your game executable's run configuration; I'm not sure how to do it for UDB because I don't use it.

Then, when you're ready to distribute your game online, all you need is to package your directory into an ipk3 file and delete the dummy one.

To be honest I only figured this out because I was curious, I really don't mind editing the pk3 file directly on SLADE haha.

Re: Ability to use a folder as IWAD

Wed Jul 21, 2021 2:14 pm

Lol I'm an idiot, the solution I described was mentioned literally two posts above. I really need to read more carefully. Oh well.

Re: Ability to use a folder as IWAD

Wed Jul 21, 2021 10:56 pm

I do not see any real use here outside mod development and for that the existing options are good enough