Enigmatic Worlds (Commercial) - [Released! Demo available!]
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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 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.
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JohnnyTheWolf
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Re: Enigmatic Worlds (Commercial) - [Released! Demo available!]
Cool! I have to ask, though: is the "gzdoom_portable.ini" file included in the archive really necessary? Would that not reset the existing .ini with my personal keybinds and options?
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Enjay
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Re: Enigmatic Worlds (Commercial) - [Released! Demo available!]
If this is installed as a stand alone game (which I assume it is), then "gzdoom_portable.ini" will go into the Enigmatic Worlds folder and will acts as an ini only for that game. i.e. it will not interfere with your general GZDoom settings provided you install Enigmatic Worlds into its own folder.
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JohnnyTheWolf
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Re: Enigmatic Worlds (Commercial) - [Released! Demo available!]
Sorry, I should have been clearer.
Since every update contains the default gzdoom_portable.ini, if I am not careful to exclude it whenever I extract the content to my EW folder, it is bound to overwrite the one that contains my current settings, right? That is why I question the need to include a gzdoom_portable.ini in every update, especially since GZDoom will just generate one in the absence of one.
Since every update contains the default gzdoom_portable.ini, if I am not careful to exclude it whenever I extract the content to my EW folder, it is bound to overwrite the one that contains my current settings, right? That is why I question the need to include a gzdoom_portable.ini in every update, especially since GZDoom will just generate one in the absence of one.
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Enjay
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Re: Enigmatic Worlds (Commercial) - [Released! Demo available!]
Ah, right, that makes sense. Then yes, you would indeed need to be careful and avoid overwriting your existing ini.
Are the update packages different to the general downloads? If the updates are just updates then perhaps Darsycho could leave out the ini. But if whenever a new update is released, the entire package gets updated and becomes a new full/demo download then it would need to include the ini for any people installing it for the first time.
Are the update packages different to the general downloads? If the updates are just updates then perhaps Darsycho could leave out the ini. But if whenever a new update is released, the entire package gets updated and becomes a new full/demo download then it would need to include the ini for any people installing it for the first time.
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JohnnyTheWolf
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Re: Enigmatic Worlds (Commercial) - [Released! Demo available!]
Oh, really? GZDoom does not just generate an .ini file the first time it is installed?
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Enjay
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Re: Enigmatic Worlds (Commercial) - [Released! Demo available!]
It does. However, it generates one in your system designated folder (e.g. in Windows that might be Documents/My Games) and it is called gzdoom.ini.
If you want a stand-alone/portable installation then you have to have a file named gzdoom_portable.ini in your game folder.
If you have that, GZDoom will use it as a local ini for that installation and only that installation. It will neither read nor write to any other ini.
So, by including a gzdoom_portable.ini with the game, Darsycho is ensuring that Enigmatic Worlds only writes to its own local ini and does not mess with a users Documents/My Games one. This allows Enigmatic Worlds to have different settings to a users general GZDoom settings.
This also allows Darsycho to include settings in the distribution ini that are important to Enigmatic Worlds. I don't know if Darsycho has done that (and there are other ways to do it) but it's quite a common practice.
If you want a stand-alone/portable installation then you have to have a file named gzdoom_portable.ini in your game folder.
If you have that, GZDoom will use it as a local ini for that installation and only that installation. It will neither read nor write to any other ini.
So, by including a gzdoom_portable.ini with the game, Darsycho is ensuring that Enigmatic Worlds only writes to its own local ini and does not mess with a users Documents/My Games one. This allows Enigmatic Worlds to have different settings to a users general GZDoom settings.
This also allows Darsycho to include settings in the distribution ini that are important to Enigmatic Worlds. I don't know if Darsycho has done that (and there are other ways to do it) but it's quite a common practice.
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Darsycho
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Re: Enigmatic Worlds (Commercial) - [Released! Demo available!]
Yeah this did make me realize that it slipped my mind when updating this on Steam that including the .ini file can overwrite the one users currently have, whoops.
Gonna try to remember to do the option to only update specific files instead next time, but hopefully that doesn't replace the version entirely (and thus, removing the ability to revert back to a previous version. I'd probably have to reupload the previous version as I'm uploading the new one)
Anyways as for why it's using the portable version, honestly its something ive used for a long while now, but I think its just cuz its easier and quicker to change default settings lol, and if memory serves, defcvars didnt want to work for some things or was being very finicky. It's been a while, almost forgot I even *had* defcvars in the ipk3
Something else too, this uses an older version of gzdoom cuz the newer versions, and by extension uzdoom and newer versions of lzdoom, uses a new place to put .ini files and i haaaaaaaaate it. Back when I released a demo for this on Steam, the portable .ini didnt even want to work properly with newer gzdooms, seemingly just being completely ignored with Steam. Whole thing gave me a lot of stress and headaches, it's something I'll need to figure out for future games but yeah.
Gonna try to remember to do the option to only update specific files instead next time, but hopefully that doesn't replace the version entirely (and thus, removing the ability to revert back to a previous version. I'd probably have to reupload the previous version as I'm uploading the new one)
Anyways as for why it's using the portable version, honestly its something ive used for a long while now, but I think its just cuz its easier and quicker to change default settings lol, and if memory serves, defcvars didnt want to work for some things or was being very finicky. It's been a while, almost forgot I even *had* defcvars in the ipk3
Something else too, this uses an older version of gzdoom cuz the newer versions, and by extension uzdoom and newer versions of lzdoom, uses a new place to put .ini files and i haaaaaaaaate it. Back when I released a demo for this on Steam, the portable .ini didnt even want to work properly with newer gzdooms, seemingly just being completely ignored with Steam. Whole thing gave me a lot of stress and headaches, it's something I'll need to figure out for future games but yeah.