Doom Explorer - new launcher for Doom

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Daedalus
 
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Joined: Mon Jun 04, 2012 6:25 am
Location: UK

RE: Doom Explorer - new launcher for Doom

#141

Post by Daedalus » Fri May 22, 2015 9:37 pm

Filters > Check: Hide empty servers.

Or if you mean something else,

Settings > Tables > Check: Additional sort players by number.

Catastrophe
Retired Staff / Community Team Member
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Joined: Sat Jun 02, 2012 2:44 am

RE: Doom Explorer - new launcher for Doom

#142

Post by Catastrophe » Tue May 26, 2015 10:37 pm

Spotted a problem, when changing engines for Zandronum, it doesn't update it for single-player.

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bond
 
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RE: Doom Explorer - new launcher for Doom

#143

Post by bond » Wed May 27, 2015 9:03 am

"changing engines" - where? in Options? or in Start Server tab?

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Leonard
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RE: Doom Explorer - new launcher for Doom

#144

Post by Leonard » Fri May 29, 2015 9:16 pm

I hope this is the right place to make feature suggestions for doom explorer.

Additional command-line parameters are very useful, I use them to load wads on top of everything to override bigfont for instance (it's very annoying when wads have a custom and unreadable bigfont) and I often thought that it would be nice to change such parameters depanding on the loaded wads.
This would allow me to have different ingame settings by loading config files per server/wads and could be very useful. For example, if I wanted to play something like wdi or zh, I could disable the althud automatically.
I guess this could use some sort of filter list, bonus points if it supports wildcards (example: zh-beta* instead of one for each zh version)
DevilHunter wrote: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.
Please consider this suggestion as well.
[spoiler]

Code: Select all

<@WaTaKiD> punish me
* Seanphone gets his belt out
<+Seanphone> all right WaTaKiD bend over

Code: Select all

<Kokiri> capo whos your fav pony?
<capo> i like them all

Code: Select all

cobalt changes topic to 'ZDoom 2.6.1 progress: at r3771, 23 revisions left (98% complete)'
<edward-san> omg
<edward-san> almost finished!!!
<Sean> !!!!!!!!!!!!!!
<Sean> Plot twist: This is the status of Half-Life 3.
<Dusk> plot twist: the percentage count suddenly begins to decline instead
<Sean> Torr makes a forum post "We're going back to 2.5.0"
<Dusk> and we do so incrementally
[/spoiler]

Catastrophe
Retired Staff / Community Team Member
Posts: 2569
Joined: Sat Jun 02, 2012 2:44 am

RE: Doom Explorer - new launcher for Doom

#145

Post by Catastrophe » Sat May 30, 2015 12:55 am

bond wrote: "changing engines" - where? in Options? or in Start Server tab?
Options, as in using different Zandronum clients.
Last edited by Catastrophe on Sat May 30, 2015 12:56 am, edited 1 time in total.

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bond
 
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RE: Doom Explorer - new launcher for Doom

#146

Post by bond » Wed Jun 03, 2015 7:33 am

Catastrophe wrote:
bond wrote: "changing engines" - where? in Options? or in Start Server tab?
Options, as in using different Zandronum clients.
I couldn't reproduce it - all I save in Options working as it should.
Could you explain this in more detail, step by step?
Leonard wrote: Additional command-line parameters are very useful, I use them to load wads on top of everything to override bigfont for instance (it's very annoying when wads have a custom and unreadable bigfont) and I often thought that it would be nice to change such parameters depanding on the loaded wads.
This would allow me to have different ingame settings by loading config files per server/wads and could be very useful. For example, if I wanted to play something like wdi or zh, I could disable the althud automatically.
I guess this could use some sort of filter list, bonus points if it supports wildcards (example: zh-beta* instead of one for each zh version)
Hm, parametric function.. Things become more complicated )
I'll think about it
Leonard wrote:
DevilHunter wrote: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.
Please consider this suggestion as well.
Last version (1.10) has this feature - isn't it ok?

Cruduxy
Zandrone
Posts: 1059
Joined: Fri Jun 08, 2012 4:24 pm

RE: Doom Explorer - new launcher for Doom

#147

Post by Cruduxy » Wed Jun 03, 2015 12:02 pm

This is great. The only thing I dislike is the icons with metal background :P. They clash with a lot of themes.
[][][][][][][][][][][][][][][]
Nothing to see here
[][][][][][][][][][][][][][][]

Catastrophe
Retired Staff / Community Team Member
Posts: 2569
Joined: Sat Jun 02, 2012 2:44 am

RE: Doom Explorer - new launcher for Doom

#148

Post by Catastrophe » Wed Jun 03, 2015 2:51 pm

I have set on options -> programs for Zandronum to use a different client. Yet when I play single player, it keeps using the previous client specified.

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Leonard
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RE: Doom Explorer - new launcher for Doom

#149

Post by Leonard » Mon Oct 26, 2015 7:54 pm

Catastrophe wrote: I have set on options -> programs for Zandronum to use a different client. Yet when I play single player, it keeps using the previous client specified.
I had that issue too, restarting seems to fix it tho.
Uwe L. Bendoverson wrote: I wish to make a portable install, so I'd like to be able to include DoomExplorer.ini in the main folder of the app, and have it work.
I wish for that too, I looked in the options menu and didn't find anything about it. Am I missing something here?

Also I think I found a bug: additional command-line parameters aren't used at all both in single and multiplayer. I tried simply with -nosound and it never worked. I checked and it even saves in the ini.
[spoiler]

Code: Select all

<@WaTaKiD> punish me
* Seanphone gets his belt out
<+Seanphone> all right WaTaKiD bend over

Code: Select all

<Kokiri> capo whos your fav pony?
<capo> i like them all

Code: Select all

cobalt changes topic to 'ZDoom 2.6.1 progress: at r3771, 23 revisions left (98% complete)'
<edward-san> omg
<edward-san> almost finished!!!
<Sean> !!!!!!!!!!!!!!
<Sean> Plot twist: This is the status of Half-Life 3.
<Dusk> plot twist: the percentage count suddenly begins to decline instead
<Sean> Torr makes a forum post "We're going back to 2.5.0"
<Dusk> and we do so incrementally
[/spoiler]

User avatar
bond
 
Posts: 44
Joined: Mon Jun 04, 2012 1:43 pm
Contact:

RE: Doom Explorer - new launcher for Doom

#150

Post by bond » Tue Oct 27, 2015 9:14 am

Leonard wrote:
Uwe L. Bendoverson wrote: I wish to make a portable install, so I'd like to be able to include DoomExplorer.ini in the main folder of the app, and have it work.
I wish for that too, I looked in the options menu and didn't find anything about it. Am I missing something here?
set all pathes (wads, programs) relative and start Doom Explorer with command-line parameter "-appdir"
Leonard wrote: Also I think I found a bug: additional command-line parameters aren't used at all both in single and multiplayer. I tried simply with -nosound and it never worked. I checked and it even saves in the ini.
work fine for me. may be you did something wrong?

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Leonard
Developer
Posts: 166
Joined: Sat Mar 30, 2013 8:09 pm

RE: Doom Explorer - new launcher for Doom

#151

Post by Leonard » Tue Oct 27, 2015 3:00 pm

bond wrote:set all pathes (wads, programs) relative and start Doom Explorer with command-line parameter "-appdir"
That worked, thanks.
bond wrote:work fine for me. may be you did something wrong?
I found out what was wrong, I didn't know you had to select the parameter in the list and apply, I thought the list was accumulative.
[spoiler]

Code: Select all

<@WaTaKiD> punish me
* Seanphone gets his belt out
<+Seanphone> all right WaTaKiD bend over

Code: Select all

<Kokiri> capo whos your fav pony?
<capo> i like them all

Code: Select all

cobalt changes topic to 'ZDoom 2.6.1 progress: at r3771, 23 revisions left (98% complete)'
<edward-san> omg
<edward-san> almost finished!!!
<Sean> !!!!!!!!!!!!!!
<Sean> Plot twist: This is the status of Half-Life 3.
<Dusk> plot twist: the percentage count suddenly begins to decline instead
<Sean> Torr makes a forum post "We're going back to 2.5.0"
<Dusk> and we do so incrementally
[/spoiler]

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