Doom Explorer - new launcher for Doom

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ZZYZX
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RE: Doom Explorer - new launcher for Doom

#121

Post by ZZYZX » Thu May 07, 2015 6:58 pm

bond wrote: from time to time there appear people who think they know everything..
absolutely can not understand why then we have not an abundance of all sorts of launchers and other helpfull utilities - оnly reasoning and tips (requirements) how to do something
I've written like 2.5 launchers in total, in 3 separate projects, first C++, then Python, then again C++, all using Qt.
Plus the overbot (it's a helpful utility, it discovers zds:// link names!)

Each of them normally written around some core idea that interested me at the moment. For instance the one in the signature is based around the custom server table widget with non-laggy realtime updating and stuff.

The only reason there still aren't two alienoverlordlaunchers is because I usually can't concentrate on the task for long enough to complete it as it gets boring.

And yes, I think I can give advices on this matter as my code usually works like I want it to, not like the authors of the Qt framework want it to. Same would happen to Borland framework if I used it.
Last edited by ZZYZX on Thu May 07, 2015 7:12 pm, edited 1 time in total.

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RE: Doom Explorer - new launcher for Doom

#122

Post by bond » Thu May 07, 2015 7:14 pm

I've written.. can't concentrate.. gets boring..
but "can give advices" nevertheless
ok, finally try to concentrate and finish at least one launcher - so that it work like "you want it to"
(слишком много хвастовства при нулевом результате)

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RE: Doom Explorer - new launcher for Doom

#123

Post by ZZYZX » Thu May 07, 2015 7:44 pm

bond wrote: I've written.. can't concentrate.. gets boring..
but "can give advices" nevertheless
ok, finally try to concentrate and finish at least one launcher - so that it work like "you want it to"
(слишком много хвастовства при нулевом результате)
It's like mapping. The fact that I released like 3 maps doesn't make me a bad mapper, and doesnt remove advanced knowledge of ACS and DECORATE from my brain either, which I gained mostly by producing small unreleased maps.
I think you accidentally moved from the "I know what I'm saying" point to the "do it yourself first" point. Or was that on purpose?
I'm pretty sure that if I had written a launcher successfully you'd go "fix that in your thing and don't touch me" instead, while I'm reporting an issue on your "result".

(хвастовство — это если бы я первый начал. а мне всего-то не нравится, как ты отговариваешься от лени багнутым фреймворком)
Last edited by ZZYZX on Thu May 07, 2015 8:15 pm, edited 1 time in total.

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RE: Doom Explorer - new launcher for Doom

#124

Post by Armitage » Thu May 07, 2015 7:46 pm

Circunei Z wrote: I've written like 2.5 launchers in total, in 3 separate projects, first C++, then Python, then again C++, all using Qt.
Ok.. so wheres the evidence to back any of this up? Unless you can code another Doom server browser yourself it's arrogant and ungrateful to bitch about a very minor issue :P

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RE: Doom Explorer - new launcher for Doom

#125

Post by ZZYZX » Thu May 07, 2015 8:05 pm

Armitage wrote: Ok.. so wheres the evidence to back any of this up? Unless you can code another Doom server browser yourself it's arrogant and ungrateful to bitch about a very minor issue :P
The whole #grandvoid witnessed my random screenshot and code submissions in last 2 years :)
Also, check PM.
Also, we're derailing :wonk:
Last edited by ZZYZX on Thu May 07, 2015 8:06 pm, edited 1 time in total.

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RE: Doom Explorer - new launcher for Doom

#126

Post by Sean » Thu May 07, 2015 8:17 pm

Circunei Z wrote: The whole #grandvoid witnessed my random screenshot and code submissions in last 2 years :)
Also, check PM.
Also, we're derailing :wonk:
Derailing is love, derailing is life. ( Don't hire me as a train driver. This is what happens when you visit #gv )

Also, I believe the last image in your signature may be something to look at?
<capodecima> i dont say any more word without my loyer jenova

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RE: Doom Explorer - new launcher for Doom

#127

Post by Daedalus » Sun May 10, 2015 6:51 pm

There's an issue with the recent update, the one from two or three days ago, whenever I quit out of game the right side and bottom of DE seems to "crop" itself.

[spoiler]Image[/spoiler]


I'm using OpenGL and my screen resolution is 1920x1080 if that is of any use, it didn't do this before the update either.

EDIT: Restore down and maximizing it fixes it, though you might wanna look into it.
Last edited by Daedalus on Sun May 10, 2015 6:54 pm, edited 1 time in total.

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RE: Doom Explorer - new launcher for Doom

#128

Post by bond » Tue May 12, 2015 7:05 am

thanks Cacodemon

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RE: Doom Explorer - new launcher for Doom

#129

Post by DevilHunter » Fri May 15, 2015 2:57 am

Nice job on the Updates.. however, I have a request. You know how you can add a Custom program to Doom Explorer?? could you make it to where in Start Server, you can use the Custom program.

The reason behind this is, I use a separate Zandronum Binary to host whateva, and then use my main Zan Binary to join the server. If you are able to do this, I would use Doom Explorer alot more heh.

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RE: Doom Explorer - new launcher for Doom

#130

Post by bond » Fri May 15, 2015 9:03 pm

what is the reason to use different program for server? isnt zandronum check such situations? imho great opportunities for cheating - what prevents anyone to change the program for their own purposes?
If you are able to do this, I would use Doom Explorer alot more heh.
just interesting what program do you use for this purpose now?

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RE: Doom Explorer - new launcher for Doom

#131

Post by Armitage » Fri May 15, 2015 9:08 pm

My thoughts exactly, it's a huge and obvious security risk if you allow an external program to be launched through Doom Explorer, why you would to host and join with two seperate binaries is beyond me apart from using windowed modes to keep tabs on both the server window and the game window I assume?

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RE: Doom Explorer - new launcher for Doom

#132

Post by DevilHunter » Fri May 15, 2015 10:28 pm

The reason being is so that I keep things clean. Sometimes things set by a server leak into the ini, thus I end up having different settings. I use Doomseeker in such a way. I go to create game, select zandronum-server, and host it from there, then when i go to connect, i use just zandronum.

But anyhow, I guess if you want to keep it the way it is, then that means I have to switch the Zandronum Binary every time, which is a minor pain in the ass.. Im not really aware of any security risk you speak of. I mean it is just zandronum running as a server.

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RE: Doom Explorer - new launcher for Doom

#133

Post by Catastrophe » Sat May 16, 2015 2:39 am

just interesting what program do you use for this purpose now?
To test Zandronum beta builds I assume. Doomexplorer needs to be a lot friendlier in that regard, as I've noticed changing your default engine requires a restart every time.

I'd like it so we can add our own custom builds of Zandronum directly instead of having to replace the default path. Same with hosting.
Last edited by Catastrophe on Sat May 16, 2015 2:42 am, edited 1 time in total.

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RE: Doom Explorer - new launcher for Doom

#134

Post by bond » Sat May 16, 2015 4:45 pm

DevilHunter wrote: The reason being is so that I keep things clean. Sometimes things set by a server leak into the ini, thus I end up having different settings
Doom Explorer always starts server with its own new config, so your client config remains intact
Catastrophe wrote: I've noticed changing your default engine requires a restart every time.
Restart Doom Explorer? This should not be - all you changed in Options applied immediately

I understand this problem with testing servers and try to think of something..

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RE: Doom Explorer - new launcher for Doom

#135

Post by Catastrophe » Sat May 16, 2015 5:40 pm

bond wrote:
Catastrophe wrote: I've noticed changing your default engine requires a restart every time.
Restart Doom Explorer? This should not be - all you changed in Options applied immediately
When trying to host on testing builds, it doesn't let me change the engine path w/o a restart.

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RE: Doom Explorer - new launcher for Doom

#136

Post by Zalewa » Sat May 16, 2015 5:44 pm

DevilHunter wrote: The reason being is so that I keep things clean. Sometimes things set by a server leak into the ini, thus I end up having different settings. I use Doomseeker in such a way. I go to create game, select zandronum-server, and host it from there, then when i go to connect, i use just zandronum.

But anyhow, I guess if you want to keep it the way it is, then that means I have to switch the Zandronum Binary every time, which is a minor pain in the ass.. Im not really aware of any security risk you speak of. I mean it is just zandronum running as a server.
What's stopping you from continuing to use Doomseeker for that purpose, then?
Doomseeker - a real answer to cross-platform server browser.
Doomseeker dev builds - unofficial Doomseeker builds for Windows.
Gamer's Proxy - a program to emulate ping and packet losses.

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RE: Doom Explorer - new launcher for Doom

#137

Post by bond » Sat May 16, 2015 8:06 pm

Catastrophe wrote: When trying to host on testing builds, it doesn't let me change the engine path w/o a restart.
Oh, hell, you're right - there is an error

I wonder whether I will correct someday all these errors..

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RE: Doom Explorer - new launcher for Doom

#138

Post by Catastrophe » Sat May 16, 2015 8:15 pm

bond wrote: I wonder whether I will correct someday all these errors..
Please do. I'd rather not use doomseeker.

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RE: Doom Explorer - new launcher for Doom

#139

Post by Daedalus » Fri May 22, 2015 11:55 am

Cropping issue is fixed from the recent update, good stuff.

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RE: Doom Explorer - new launcher for Doom

#140

Post by Sean » Fri May 22, 2015 7:08 pm

Is it possible to sort servers by players only? I'm used to this (I come from Doomseeker).
<capodecima> i dont say any more word without my loyer jenova

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