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New Launcher - it might need modification #297
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Changed link above, this link might not match what you got in your email. Sorry! |
That already works very good, thanks alot for that 👍 Could you be so kind and also add a "language choice" dropdown? I also uploaded a new image and a custom new icon that can be used for the launcher. |
Regarding the final PK3 name, it will (most propably) be "boa.pk3" |
Alright. What languages are you supporting? |
Actually - I should probably figure this out myself since I'll need to know the exact values it has to use. |
The spreadsheet will help you here most propably: By the way, would it also be possible to set the developer comments to on and off from the launcher? |
Yeah - I'll need the console commands for those, too. |
Maybe @Ozymandias81 or @Talon1024 can help here, he created the cvars for these settings. |
I found it, I am good to go, just have to do a project first. |
Did some updates, should be pretty up to snuff now.
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@Tormentor667 Highlighting for this question - it's really important (sorry) |
I agree, .ipk3 is better, let's do that :) Regarding the displacement textures, we will call that boa_dt.pk3 |
Thank you! I will push the update for that ASAP. ☺ |
@madame-rachelle, could you be so kind and add "czech" to the available languages? We have a translator who is working like crazy on the translation :) |
Can you add "texture filtering" option to the launcher? To easy set pixellated look for the mod, for retro fans? There is very big visual difference/implications between default setting and pixellated look, something player better choose from the start. |
This is just to let you guys know I have received these messages and will do this when I am able to. |
Thanks for reporting back @madame-rachelle :) |
Check commit a0ae8b3 |
Change the name from wolf_boa.ipk3 to boa.ipk3. This was the name chosen by Tormentor667.
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No, they invoke aliases. If the aliases don't work then they should be replaced with the contents of those in-game aliases. They are defined here: https://github.com/Realm667/WolfenDoom/blob/master/keyconf.txt |
Yes I am aware of where they are defined, but thought adding set and 1-0 was good... Not very fond with these kind of things, and sadly can't compile/code myself what you did (I mean I can modify the .h file but not compile it). Thanks for the hint :) |
I am okay with something simple but I think we could do better :) By the way, your description says "enemies take triple damage", does that mean they are even harder to kill or easier because of their instant reaction? I'd suggest going a different route for a pre-implemented addon though. Any ideas? |
@Tormentor667 Fine, but there is a dichotomy. We either 1) add a few maps or 2) make the addon a 'gameplay mod', not adding any maps at all. 1) is clearly superior to 2), but given the time left before release it would probably not be possible to fulfill the task. There are also not too many options for a gameplay mod anyway. Oh, we can make a pack of all 60 original Wolf3D levels!
The enemies are easier to kill (you'll need 3x less ammo to kill one on average), but with their instant reaction you'll now have to rely on your reflexes and luck to avoid bullets, which also deal x3 damage to you now. I think a substantial portion of Blood/other Build engine game fans would like this mode :-) |
Adding a few maps is, as you have already stated, not an option :) So I am totally okay with a gameplay addon - but something that is more interesting, something, that changes the game a bit more obvious. I think of mutators like in Unreal (Tournament) that fundamentally change the gameplay and add a huge replay value to the game. Or we implement "unused material" (like enemies or weapons). Your new skill setting is a good start, but it's not enough for my taste :) |
Regarding the boa_dt.pk3, how does we go for it, through an automated process or build it manually before release? Does it need to have the .boa header? |
I'd leave the question to @madame-rachelle |
.boa should only be for mods, even if they are official ones. boa_dt.pk3 is not a "mod" per se, but a feature. As for splitting boa_dt.pk3 - you'll have to talk to the person who maintains your archive builder script. You may have to split that on your own. I'm not touching the version that's in the archive right now - I would make one that is much more simplified and less dependent on third-party tools. |
Thanks for the explanation. We'd be pkay if you'd like to change the archive builder so it creates a boa_dt.pk3 and a boa.ipk3 if you have some time left. Without bothering you too much, did you have time to implement the mod feature in general? |
I sent a message to hobomaster, the programmer of Doom Launcher. With a bit of luck, he might be able to help us!
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How is this going? I got a working CEF window that I will be able to customize. With a bit of luck I can remake the launcher using HTML and JavaScript and C++ together without worrying about Visual Studio breaking my UI elements. It might even be portable but I am so new at this that I have no idea what I am doing so far, so it might be Windows-only for now until I get some experience with it. |
Thanks for not giving up on this @madame-rachelle , I can imagine how frustrating this might be but I am very glad that you continue on getting it done somehow. Still one week to go ;) Regarding hobo, he is currently on vacation so I am not sure if he can even help at all. |
I just share this for the discussion: In case of not getting the launcher finished, I'd simply release this without it, making the _dt part of he man ipk3, renaming the gzdoom.exe to boa.exe and replacing the icon of the .exe itself. |
The existing launcher (the precompiled version anyway) should work just fine, just it doesn't have mod support. I don't imagine a project like this can go without a v1.1 release anyway, so would that be okay to finish the launcher for that? |
Sure thing, we can go for that solution. I still did a little change though, can you adjust the launcher to use boa.exe instead of gzdoom.exe? |
I am only able to do that because of hex editing tools, as of now the old launcher is effectively closed source for me. Please keep this in mind if you are in need of creating any further adjustments. |
Oh by the way - it has been done. |
Thanks kindly for taking care. Is the launcher also taking care of the boa_dt.pk3 functionality? |
Yes that version of the launcher had it built in. |
However boa_dt.pk3 still needs to be compiled separately by the archive maintainer. I still have not had a chance to write a tool to create the release archive, and I also would need to know where you have your shader at anyway (and anything else you need have separated in that archive). |
Well that's a good question actually. Wouldn't it be enough to seperate the gldefs responsible for the dt as well as the apropriate material folder? I currently wonder if that's even necessary/worth the effort in general, and if we just stick dt to the main release... |
If that's all it needs then yes, really worth the effort. It's a feature on the launcher, anyhow. |
Can you deactivate that feature somehow through hex editing if we make the boa_dt part of the boa.ipk3? |
No, not very easily. Why do you want to make boa_dt part of the main archive so badly? That is literally one of the most laggy parts of the mod! There should be an option to turn that off! |
Because currently I find it more complicated (and dangerous) to split it from the main package |
That is not a very good reason. f3989a6 This may need a bit of testing but it should work just fine. I split |
Wow, thanks a lot that was very quick. So the files are moved now and packed up separately? Or do I need to delete something else in the final ipk3? |
Update: Nevermind, I understand now what you did, that’s clever :) |
Since mgrinz is working on a new launcher, with some help from Afadoomer, I am gonna close this. |
https://github.com/Realm667/WolfenDoom/blob/master/tools/launcher-new/Blade%20of%20Agony%20Launcher/Blade%20of%20Agony%20Launcher.h
All the settings are here, in the linked file. Basically, it constructs a command line based on the options selected in the dialog box.
Features:
So yeah - how should the command line be constructed? That is the reason I am creating this ticket.
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