AvocaDOOM, a simple doom engine launcher

General discussion of the port and Doom-related chat.
Hydren
New User
Posts: 10
Joined: Sat Jul 21, 2012 12:10 am

AvocaDOOM, a simple doom engine launcher

#1

Post by Hydren » Tue Nov 13, 2012 12:21 am

Hey guys, I just finished a simple launcher for doom engines: AvocaDOOM!

I've created this little app because I wanted to run several different mods without messing up my folders: windows requires that all files be in the same folder so you can drag and drop them all together, and it's specially annoying on linux distributions if you don't have a file manager with drag-n-drop support.

Anyway, this is just a beta, so it may have some bugs - but it seems to be running seamlessly, so far. It supports "presets", which are nothing more than a bunch of wads grouped under a config to be launched together. You can also choose a neat pic for your preset.

You can set up the executable path of several engines and choose which one one to use in the main window. This app does nothing besides running the selected wads with the chosen engine.

You also can run a single wad directly - WITHOUT having to create a preset for it beforehand.

Cross platform - coded with Java. :smile:

Edit:
AvocaDOOM blog: http://avocadoom-launcher.blogspot.com.br/
Google Code project (svn and stuff): https://code.google.com/p/avocadoom/
Last edited by Hydren on Wed Jun 18, 2014 7:43 pm, edited 1 time in total.

User avatar
Ænima
Addicted to Zandronum
Posts: 3579
Joined: Tue Jun 05, 2012 6:12 pm

RE: AvocaDOOM, a simple doom engine launcher

#2

Post by Ænima » Tue Nov 13, 2012 12:57 am

Sweet! I'll try it out.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
Image

Eonfge
 
Posts: 67
Joined: Thu Jun 07, 2012 8:41 am
Location: The Netherlands
Contact:

RE: AvocaDOOM, a simple doom engine launcher

#3

Post by Eonfge » Tue Nov 13, 2012 2:57 pm

He, sounds interesting. Zandronum would do wisely putting some extra effort into usability.

I was wondering though: I do not intend to run a program I find on a forum, uploaded and shared by a new user I have no previous knowledge from. Could you provide the source to prove that I'm not downloading a Stuxnet controller. You might even want to make it open source ;)

Edit:

Dumb, dumb me. Being curious, I downloaded it and saw it's in java with a GPL license, so forget my previous comment. I'll try it later, but it certainly seems promising.
Last edited by Eonfge on Tue Nov 13, 2012 3:00 pm, edited 1 time in total.

Hydren
New User
Posts: 10
Joined: Sat Jul 21, 2012 12:10 am

RE: AvocaDOOM, a simple doom engine launcher

#4

Post by Hydren » Tue Nov 13, 2012 3:30 pm

Now that you've said, I'll provide the source as soon as possible (I'm not home :I)
Last edited by Hydren on Tue Nov 13, 2012 3:31 pm, edited 1 time in total.

one_Two
Addicted to Zandronum
Posts: 1753
Joined: Thu Jun 07, 2012 4:47 pm

RE: AvocaDOOM, a simple doom engine launcher

#5

Post by one_Two » Tue Nov 13, 2012 4:43 pm

Just tried and it and am quite impressed. A few small points I would say, offer different views for the wad/mod selection - like icons so they're easier to find. And maybe make the preset thing a bit more on the fly so it's quicker to start a game with a few mods, not sure if it's included but cl parameters would be good. Most of this can be done in IDE or whatnot but it's good to have a non online orientated way of doing it, thanks for making.

User avatar
someoneelse
Forum Regular
Posts: 338
Joined: Sat Aug 18, 2012 10:53 am
Location: Poland

RE: AvocaDOOM, a simple doom engine launcher

#6

Post by someoneelse » Tue Nov 13, 2012 5:17 pm

Unfortunately I get bugs everywhere. Menu only shows up as radio buttons (working as normal buttons though), settings won't save (acces denied, (I checked file attributes, it's writeable).
Pics:
[spoiler]Image
Image[/spoiler]
Oracle's Java 7 update 9 (build 1.7.0_09-b05), Windows 7

I would love it to work on my PC, it looks really sweet!
Last edited by someoneelse on Tue Nov 13, 2012 5:22 pm, edited 1 time in total.
Shared keys will now be in Zandro! Thanks devs for their work, and users for the support!
<AlienOverlord> Do you have any friends at all
<AlienOverlord> You play Doom

Hydren
New User
Posts: 10
Joined: Sat Jul 21, 2012 12:10 am

RE: AvocaDOOM, a simple doom engine launcher

#7

Post by Hydren » Tue Nov 13, 2012 11:34 pm

Whoa, what the...
I'll take a look at it - I'm using Java 6, though - heard Java 7 is still quite buggy.
Are you sure you didn't delete the settings.ini file or the image folder? Forgot to extract the whole folder, perhaps?
You should extract all the files, not just the .jar executable.

User avatar
someoneelse
Forum Regular
Posts: 338
Joined: Sat Aug 18, 2012 10:53 am
Location: Poland

RE: AvocaDOOM, a simple doom engine launcher

#8

Post by someoneelse » Wed Nov 14, 2012 1:25 pm

Ha! That's weird... when I ran it using cmd, from it's folder, it worked. (all were extracted). It may be because default action for jars for me is winrar (because mods) and I run jars using rightclick -> open using. I'll just make a bat or a shortcut and it'll be fine.
Shared keys will now be in Zandro! Thanks devs for their work, and users for the support!
<AlienOverlord> Do you have any friends at all
<AlienOverlord> You play Doom

Ijon Tichy
Frequent Poster Miles card holder
Posts: 901
Joined: Mon Jun 04, 2012 5:07 am

RE: AvocaDOOM, a simple doom engine launcher

#9

Post by Ijon Tichy » Wed Nov 14, 2012 8:37 pm

someoneelse wrote:when I ran it using cmd
wait
then why aren't you just using the -file parameter for zandronum :V

Hydren
New User
Posts: 10
Joined: Sat Jul 21, 2012 12:10 am

RE: AvocaDOOM, a simple doom engine launcher

#10

Post by Hydren » Thu Nov 15, 2012 12:07 am

Here's the source code. It's an Eclipse project.

http://www.mediafire.com/?cvc4g360nc1g38g

It's kinda messy, though

Also updated the first post.
Last edited by Hydren on Thu Nov 15, 2012 12:10 am, edited 1 time in total.

User avatar
Empyre
Zandrone
Posts: 1316
Joined: Sun Jul 08, 2012 6:41 am
Location: Garland, TX, USA

RE: AvocaDOOM, a simple doom engine launcher

#11

Post by Empyre » Thu Nov 15, 2012 4:42 am

Back in the DOS days, I used batch files to simplify launching doom2.exe. If you use cmd anyway, you might as well go that route. I can help you make a batch file to suit your needs.
"For the world is hollow, and I have touched the sky."

User avatar
someoneelse
Forum Regular
Posts: 338
Joined: Sat Aug 18, 2012 10:53 am
Location: Poland

RE: AvocaDOOM, a simple doom engine launcher

#12

Post by someoneelse » Thu Nov 15, 2012 2:52 pm

Haha, I have IDE always opened anyway, I just want to check out EVERY engine, launcher, browser, everything :) I dream most of a launcher like ZDL, but with library of wads and setting things for each wad like:
gamemode type: (for example, "dm" "survival", "dm + duel")
preffered iWAD:
preffered engine:
required other wads:
description:

because I have more then 5GB wads and no idea which one to play in a long winter evening.
Shared keys will now be in Zandro! Thanks devs for their work, and users for the support!
<AlienOverlord> Do you have any friends at all
<AlienOverlord> You play Doom

User avatar
DevilHunter
Zandronum Tester
Posts: 635
Joined: Sun Jun 17, 2012 12:58 am
Location: Alaska, USA
Contact:

RE: AvocaDOOM, a simple doom engine launcher

#13

Post by DevilHunter » Fri Nov 16, 2012 9:07 pm

I don't know whats up with this Program. It for some reason, will NOT detect doom2.wad but will Detect FreeDoom's Doom2.wad. Also, when I try to launch brutaldoom with this, it will not load the wads at all.. If anything, its a nice start, but needs alot of improvment.. The whole preset thing throws me off, not like the simple config files that you can whip up on zdl.

However, it runs like a charm on my WinXP Pro machine, with java ofc. (and trust me, it was hard getting java with a weak router signal)

Hydren
New User
Posts: 10
Joined: Sat Jul 21, 2012 12:10 am

RE: AvocaDOOM, a simple doom engine launcher

#14

Post by Hydren » Fri Nov 16, 2012 10:11 pm

Damn, I forgot this detail, you can't detect doom2.wad probably because when the app is checking the file extension, it is case-sensitive, which is the default behavior on java. A quick turn is rename your doom2.WAD or DOOM2.WAD to doom2.WAD or DOOM2.wad. I'll fix this soon, it should be simple.

User avatar
DevilHunter
Zandronum Tester
Posts: 635
Joined: Sun Jun 17, 2012 12:58 am
Location: Alaska, USA
Contact:

RE: AvocaDOOM, a simple doom engine launcher

#15

Post by DevilHunter » Tue Nov 20, 2012 5:49 pm

Right, and well.. I have yet to even try this, as I had a busy week.. end? I dunno, lots of stuff in RL, but I will try it tonight, that if I can remember. My Computer keeps acting up now because my E Drive (portable) went wack.

Hydren
New User
Posts: 10
Joined: Sat Jul 21, 2012 12:10 am

RE: AvocaDOOM, a simple doom engine launcher

#16

Post by Hydren » Sun Nov 25, 2012 10:46 pm

For everyone with the same issue as DevilHunter, I managed to fix the issue in my (very small) spare time.
And one_Two, the cl parameters you were talking about, you mean cl parameters per mod? Because it is possible to include some cl parameters when editing a engine, the same way as you would do with a windows shortcut. Just append the cl parameters in the executable path, ;) Not sure if it's a good way to do this when you need a lot of different combinations, though...

Updated the first post with new links.
Last edited by Hydren on Sun Nov 25, 2012 10:49 pm, edited 1 time in total.

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

RE: AvocaDOOM, a simple doom engine launcher

#17

Post by Cruduxy » Tue Nov 27, 2012 6:56 pm

I like this launcher but will have to tweak a bit with it (thanks for source I can mod mine :P)

Offtopic : Why is the program using vectors instead of Collections.synchronizedList or other data structures am just curious :P
[][][][][][][][][][][][][][][]
Nothing to see here
[][][][][][][][][][][][][][][]

Hydren
New User
Posts: 10
Joined: Sat Jul 21, 2012 12:10 am

RE: AvocaDOOM, a simple doom engine launcher

#18

Post by Hydren » Fri Nov 30, 2012 9:12 pm

I had to use vectors because the JList would only accept old vectors ([]) or Vectors. Anyway, it worked for me...

User avatar
DevilHunter
Zandronum Tester
Posts: 635
Joined: Sun Jun 17, 2012 12:58 am
Location: Alaska, USA
Contact:

RE: AvocaDOOM, a simple doom engine launcher

#19

Post by DevilHunter » Wed Dec 05, 2012 8:10 pm

Welp, thanks to that quick fix, It works. Only that, I'm so used to zdl, that I keep wanting to include doom2.wad into the list, only to see that the QueryIWad window still comes up heh. Anyhow, I like this... HOWEVER... There is a small bug.. It seems that the List of Pwads does not load in order, rather, the order is always random.

Thus, it makes it to where brutaldoom can't load, because of the order I use. So.. That is the only thing thats keeping me from using this. But hey its great I love it.

Have some free links lol

Avocadoom_v0931Beta.zip
Avocadoom_v093Beta.zip
Avocadoom_v0931Beta_Source.zip
Last edited by DevilHunter on Wed Dec 05, 2012 8:11 pm, edited 1 time in total.

Hydren
New User
Posts: 10
Joined: Sat Jul 21, 2012 12:10 am

RE: AvocaDOOM, a simple doom engine launcher

#20

Post by Hydren » Sun Apr 27, 2014 6:02 am

Hey guys, after a (very VERY) long time, I decided to create a google code project for avocadoom. Again, my spare time is still limited, but I'll try to improve it.

Here's the google code page:
https://code.google.com/p/avocadoom/

It's still new to me, all this SVN thing, though.

Post Reply