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hobomaster22

Doom Launcher - Doom frontend & database v3.7.4 (12/2023)

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9 hours ago, hobomaster22 said:

There are three options for the views now in Settings -> View. Grid would set it back to the table format.

 

Excelent, exactly what I wanted :)

 

Cheers.

 

Phill.

 

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8 hours ago, Devalaous said:

Weird, didnt detect Hexen Deathkings or Harmony as IWADs.

Deathkings is just a PWAD, it  it still needs the Hexen IWAD to be played. Source ports like Chocolate Hexen and GZDoom can play Deathkings using the -file parameter so using Hexen as an IWAD when launching Deathkings in Doom Launcher should work. As for Harmony, if it is added as an IWAD file I think it can still be played as one under the IWADs tab. Doom Launcher just autofills the title metadata for most commonly known IWADs like Doom 1 and Heretic, HEXDD.WAD and HARM1.WAD were just not listed to have them autofilled. Otherwise, anything added as an IWAD will have the -iwad parameter used by most source ports, not sure about source ports like Doomsday though.

 

It won't be too bad to add in HARM1.WAD as a IWAD to autofill metadata, not sure if special support for HEXDD.WAD will be needed so just adding it as a PWAD should be compatible for most source ports that support Hexen.

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How do you get the titlepics to show up, as shown in the first post in the topic? All I see is the doom logo with the doom 2 interpic.

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1 hour ago, maggot_army said:

How do you get the titlepics to show up, as shown in the first post in the topic? All I see is the doom logo with the doom 2 interpic.

 

You need to take a screenshot while that WAD is loaded and then the first image will be used.

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2 hours ago, FrogMaster said:

 

You need to take a screenshot while that WAD is loaded and then the first image will be used.

thanks! works now

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How does level tracking work for No Rest for the Living? With GZDoom, the only source port I use, NRFTL tends to end up as a side episode. does it save stats normally? Its a bit of an oddball compared to most wads.

 

Spent most of the night configuring this, kind of annoying that the IWADs dont have all the data automatically, we all know what date the game out, who made it etc. But I have it nicely set up to have a Master Levels tab (with all the reject levels too), an Official tab with all the commercial wads, and official pwads, since Deathkings runs as an IWAD in GZDoom but counts as a PWAD here. Ive also got a bunch of technical wads and music packs in hidden categories, and a Megawad category. Is there a way to drag these around in the menu for custom ordering? Had to fool around with Ratings in the IWAD setion just to have the four Doom IWADs at the top and in the right order.

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Also, for some reason, the SC-55 packs from MusicallyInspired's site do not work in Doom Launcher. They just plain dont get loaded with the IWAD for some reason, and ive tried putting them in pk3s and all sorts. They WILL load in GZDoom alone. Other music packs like @NightFright's Arachno soundfont music packs work fine.

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22 hours ago, Devalaous said:

How does level tracking work for No Rest for the Living? With GZDoom, the only source port I use, NRFTL tends to end up as a side episode. does it save stats normally? Its a bit of an oddball compared to most wads. 

As far as Doom Launcher is concerned it is not special. They will be recorded by the map lumps (MAP01 - MAP09 in this case) like anything else.

 

22 hours ago, Devalaous said:

Deathkings runs as an IWAD in GZDoom but counts as a PWAD here.

This part isn't entirely true. GZDoom gives you the impression that it's running it as an IWAD, when in reality it is not. You need both hexen.wad and hexdd.wad in the GZDoom directory for Hexen Deathkings to show the dialog. This is because GZDoom is still doing -iwad hexen.wad -file hexdd.wad underneath, because hexdd.wad is not standalone and not really an IWAD.

 

22 hours ago, Devalaous said:

Is there a way to drag these around in the menu for custom ordering? Had to fool around with Ratings in the IWAD setion just to have the four Doom IWADs at the top and in the right order. 

There is only sorting by data fields.

 

10 hours ago, Devalaous said:

Also, for some reason, the SC-55 packs from MusicallyInspired's site do not work in Doom Launcher. They just plain dont get loaded with the IWAD for some reason, and ive tried putting them in pk3s and all sorts. They WILL load in GZDoom alone. Other music packs like @NightFright's Arachno soundfont music packs work fine. 

I'm not entirely sure how custom sound fonts are loaded with GZDoom. Based on this comment from the SC-55 thread, it's not simply a file that you load with the -file parameter with GZDoom, but needs to be present in the soundfonts folder with some configuration changes in GZDoom. Doom Launcher's responsibility is to add it with the -file parameter. If the SC-55 soundfont is not able to work that way, there is nothing Doom Launcher can do.

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27 minutes ago, hobomaster22 said:

I'm not entirely sure how custom sound fonts are loaded with GZDoom. Based on this comment from the SC-55 thread, it's not simply a file that you load with the -file parameter with GZDoom, but needs to be present in the soundfonts folder with some configuration changes in GZDoom. Doom Launcher's responsibility is to add it with the -file parameter. If the SC-55 soundfont is not able to work that way, there is nothing Doom Launcher can do.

 

If it helps, im using the ogg packs here: https://sc55.duke4.net/games.php#doom These seem to be simply .ogg recordings, much like the arachno packs. Opened the arachno pack to see if theere was some different structure, and aside from not being in a pk3, it seemed to be built the same way as the SC55 pack. Dragging and dropping the zip onto GZDoom runs the pack perfectly, Doom launcher seems to pretend it doesn't exist, its not present in the console with the other wads/pks that load up. If it loaded up and just didn't work that would be one thing, but its not even present. It specifically does load and is viewable in the console with direct drag-and-drop.

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1 hour ago, Devalaous said:

 

If it helps, im using the ogg packs here: https://sc55.duke4.net/games.php#doom These seem to be simply .ogg recordings, much like the arachno packs. Opened the arachno pack to see if theere was some different structure, and aside from not being in a pk3, it seemed to be built the same way as the SC55 pack. Dragging and dropping the zip onto GZDoom runs the pack perfectly, Doom launcher seems to pretend it doesn't exist, its not present in the console with the other wads/pks that load up. If it loaded up and just didn't work that would be one thing, but its not even present. It specifically does load and is viewable in the console with direct drag-and-drop.

 

OK, this makes more sense. Zip files are what Doom Launcher uses to manage files. Delete the one you have now from Doom Launcher. Rename it to change the extension to pk3 and add it back to Doom Launcher and it will work.

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@hobomaster22

in the next update , can you include a total play-time of doom-launcher in the top bar next to "doom Launcher"  ? or a option ?

I know it is useless, but it can be useful to know how much total time we have played doom.

thanks for great launcher :)

ps : total play time it's a sum of each map or megawads that we played

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1 hour ago, Caiuz said:

@hobomaster22

in the next update , can you include a total play-time of doom-launcher in the top bar next to "doom Launcher"  ? or a option ?

I know it is useless, but it can be useful to know how much total time we have played doom.

thanks for great launcher :)

ps : total play time it's a sum of each map or megawads that we played


If you are on the local tab and select Cumulative Statistics in the menu, it will give you all the stats for everything in Doom Launcher. If you apply a search it will give you the stats for just the wads in the current view.

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7 hours ago, hobomaster22 said:


If you are on the local tab and select Cumulative Statistics in the menu, it will give you all the stats for everything in Doom Launcher. If you apply a search it will give you the stats for just the wads in the current view.

thanks

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I have gotten .NET Framework errors from DoomLauncher a few times today; only occasionally prior to today.  Unhandled Exception has occurred...  Parameter is not valid.  Full error details spoilered below.  This is happening when the application is open in the background and I'm reviewing email, web browsing, etc.  Hasn't happened while actually playing Doom.  Any idea what may be going on?  Is it possible a recent .NET update could be causing the issue?

 

Spoiler

See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentException: Parameter is not valid.
   at System.Drawing.Image.get_Width()
   at DoomLauncher.SlideShowPictureBox.SetTransparency()
   at DoomLauncher.SlideShowPictureBox.Fade(Single step)
   at DoomLauncher.SlideShowPictureBox.HandleState()
   at DoomLauncher.SlideShowPictureBox.M_timer_Tick(Object sender, EventArgs e)
   at System.Windows.Forms.Timer.OnTick(EventArgs e)
   at System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4300.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
DoomLauncher
    Assembly Version: 3.2.1.0
    Win32 Version: 3.2.1.0
    CodeBase: file:///C:/Games/DoomLauncher/DoomLauncher.exe
----------------------------------------
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----------------------------------------
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    CodeBase: file:///C:/Games/DoomLauncher/Octokit.DLL
----------------------------------------
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    CodeBase: file:///C:/Games/DoomLauncher/Newtonsoft.Json.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


 

 

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3 hours ago, DrR0Ck said:

I have gotten .NET Framework errors from DoomLauncher a few times today; only occasionally prior to today.  Unhandled Exception has occurred...  Parameter is not valid.  Full error details spoilered below.  This is happening when the application is open in the background and I'm reviewing email, web browsing, etc.  Hasn't happened while actually playing Doom.  Any idea what may be going on?  Is it possible a recent .NET update could be causing the issue?

 

  Hide contents

See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentException: Parameter is not valid.
   at System.Drawing.Image.get_Width()
   at DoomLauncher.SlideShowPictureBox.SetTransparency()
   at DoomLauncher.SlideShowPictureBox.Fade(Single step)
   at DoomLauncher.SlideShowPictureBox.HandleState()
   at DoomLauncher.SlideShowPictureBox.M_timer_Tick(Object sender, EventArgs e)
   at System.Windows.Forms.Timer.OnTick(EventArgs e)
   at System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4300.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
DoomLauncher
    Assembly Version: 3.2.1.0
    Win32 Version: 3.2.1.0
    CodeBase: file:///C:/Games/DoomLauncher/DoomLauncher.exe
----------------------------------------
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----------------------------------------
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    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4190.0 built by: NET48REL1LAST_B
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
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    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Games/DoomLauncher/CheckBoxComboBox.DLL
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System.Data
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    Win32 Version: 4.8.4084.0
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.IO.Compression.FileSystem/v4.0_4.0.0.0__b77a5c561934e089/System.IO.Compression.FileSystem.dll
----------------------------------------
System.IO.Compression
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4084.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.IO.Compression/v4.0_4.0.0.0__b77a5c561934e089/System.IO.Compression.dll
----------------------------------------
Newtonsoft.Json
    Assembly Version: 9.0.0.0
    Win32 Version: 9.0.1.19813
    CodeBase: file:///C:/Games/DoomLauncher/Newtonsoft.Json.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


 

 

 

That's interesting. It looks like something is happening with the slideshow running in the background. I'm not sure why this would happen. Sometimes I have it running in the background for days and never have a problem. I will see what I can do, thanks for letting me know.

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I get similar issues sometimes now when I delete a picture from the screenshots, occasionally it will crash.

 

Also, sometimes the program doesn't update statistics or the last map completed, resulting in me having to quit after every map to check the stats.

 

Finally, something useful you may want to include in the first post: I found a way to record stats for Map 30/ExM8 in GZDoom without downloading anything extra: In the few seconds before the map ends, make a manual save, then open the console and type 'changemap map30' or 'changemap exm8' (or any other final level syntax; NRFTL uses 'level08' instead of map08 for example) and the map will restart carrying over your inventory, and thus creating a level complete autosave that gets recorded. Then you can load up the manual save and watch the ending to your wad normally.

 

changemap can also be used to cross episodes without starting fresh in the same manner

Edited by Devalaous

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On 1/25/2021 at 3:15 PM, DrR0Ck said:

I have gotten .NET Framework errors from DoomLauncher a few times today; only occasionally prior to today.  Unhandled Exception has occurred...  Parameter is not valid.  Full error details spoilered below.  This is happening when the application is open in the background and I'm reviewing email, web browsing, etc.  Hasn't happened while actually playing Doom.  Any idea what may be going on?  Is it possible a recent .NET update could be causing the issue?

 

  Reveal hidden contents

See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentException: Parameter is not valid.
   at System.Drawing.Image.get_Width()
   at DoomLauncher.SlideShowPictureBox.SetTransparency()
   at DoomLauncher.SlideShowPictureBox.Fade(Single step)
   at DoomLauncher.SlideShowPictureBox.HandleState()
   at DoomLauncher.SlideShowPictureBox.M_timer_Tick(Object sender, EventArgs e)
   at System.Windows.Forms.Timer.OnTick(EventArgs e)
   at System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4300.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
DoomLauncher
    Assembly Version: 3.2.1.0
    Win32 Version: 3.2.1.0
    CodeBase: file:///C:/Games/DoomLauncher/DoomLauncher.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4270.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4300.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4084.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4190.0 built by: NET48REL1LAST_B
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4300.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4084.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
CheckBoxComboBox
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Games/DoomLauncher/CheckBoxComboBox.DLL
----------------------------------------
System.Data
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4270.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------
System.Data.SQLite
    Assembly Version: 1.0.92.0
    Win32 Version: 1.0.92.0
    CodeBase: file:///C:/Games/DoomLauncher/System.Data.SQLite.DLL
----------------------------------------
System.Transactions
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4084.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/System.Transactions/v4.0_4.0.0.0__b77a5c561934e089/System.Transactions.dll
----------------------------------------
Octokit
    Assembly Version: 0.36.0.0
    Win32 Version: 0.36.0.0
    CodeBase: file:///C:/Games/DoomLauncher/Octokit.DLL
----------------------------------------
System.EnterpriseServices
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4084.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/System.EnterpriseServices/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.EnterpriseServices.dll
----------------------------------------
System.Numerics
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4084.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll
----------------------------------------
Microsoft.CSharp
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4084.0
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.CSharp/v4.0_4.0.0.0__b03f5f7f11d50a3a/Microsoft.CSharp.dll
----------------------------------------
System.Dynamic
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4084.0
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Dynamic/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Dynamic.dll
----------------------------------------
Anonymously Hosted DynamicMethods Assembly
    Assembly Version: 0.0.0.0
    Win32 Version: 4.8.4300.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------
System.Dynamic.DynamicAssembly
    Assembly Version: 0.0.0.0
    Win32 Version: 4.8.4084.0
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Dynamic/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Dynamic.dll
----------------------------------------
Microsoft.GeneratedCode
    Assembly Version: 1.0.0.0
    Win32 Version: 4.8.4084.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Equin.ApplicationFramework.BindingListView
    Assembly Version: 1.4.7660.35861
    Win32 Version: 1.4.1.0
    CodeBase: file:///C:/Games/DoomLauncher/Equin.ApplicationFramework.BindingListView.DLL
----------------------------------------
System.Net.Http
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4084.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Net.Http/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Net.Http.dll
----------------------------------------
Microsoft.GeneratedCode
    Assembly Version: 1.0.0.0
    Win32 Version: 4.8.4084.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.IO.Compression.FileSystem
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4084.0
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.IO.Compression.FileSystem/v4.0_4.0.0.0__b77a5c561934e089/System.IO.Compression.FileSystem.dll
----------------------------------------
System.IO.Compression
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4084.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.IO.Compression/v4.0_4.0.0.0__b77a5c561934e089/System.IO.Compression.dll
----------------------------------------
Newtonsoft.Json
    Assembly Version: 9.0.0.0
    Win32 Version: 9.0.1.19813
    CodeBase: file:///C:/Games/DoomLauncher/Newtonsoft.Json.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


 

 

 

This build should solve the issue. If you have any further problems let me know.


https://ci.appveyor.com/project/hobomaster22/doomlauncher/builds/37443737/artifacts

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23 hours ago, Devalaous said:

I get similar issues sometimes now when I delete a picture from the screenshots, occasionally it will crash.

 

Also, sometimes the program doesn't update statistics or the last map completed, resulting in me having to quit after every map to check the stats. 

 

Finally, something useful you may want to include in the first post: I found a way to record stats for Map 30/ExM8 in GZDoom without downloading anything extra: In the few seconds before the map ends, make a manual save, then open the console and type 'changemap map30' or 'changemap exm8' (or any other final level syntax; NRFTL uses 'level08' instead of map08 for example) and the map will restart carrying over your inventory, and thus creating a level complete autosave that gets recorded. Then you can load up the manual save and watch the ending to your wad normally. 

  

changemap can also be used to cross episodes without starting fresh in the same manner 

 

Do you mean you have to close the port? I believe all port implementations require the application to exit before Doom Launcher attempts to read the statistics output.

The changemap thing is interesting. GZDoom must store all data for the level in the save file when changemap is used. I would guess this is probably because of the hub map implementation. Thanks for letting us know.

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19 hours ago, hobomaster22 said:

 

This build should solve the issue. If you have any further problems let me know.


https://ci.appveyor.com/project/hobomaster22/doomlauncher/builds/37443737/artifacts

I've been using the new build today - so far no issues.  I have to say, I really appreciate the support you provide.  I absolutely love DoomLauncher to the point where I can't even imagine playing and keeping organized the many WADs I have downloaded.

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Looks like I spoke to soon.  I just got a new/different slideshow related .NET exception:
 

Spoiler

See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.DivideByZeroException: Attempted to divide by zero.
   at DoomLauncher.SlideShowPictureBox.HandleState()
   at DoomLauncher.SlideShowPictureBox.M_timer_Tick(Object sender, EventArgs e)
   at System.Windows.Forms.Timer.OnTick(EventArgs e)
   at System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4300.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
DoomLauncher
    Assembly Version: 3.2.1.0
    Win32 Version: 3.2.1.0
    CodeBase: file:///C:/Games/DoomLauncher/DoomLauncher.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4270.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4300.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4084.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4190.0 built by: NET48REL1LAST_B
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4300.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4084.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
CheckBoxComboBox
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Games/DoomLauncher/CheckBoxComboBox.DLL
----------------------------------------
System.Data
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4270.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------
System.Data.SQLite
    Assembly Version: 1.0.92.0
    Win32 Version: 1.0.92.0
    CodeBase: file:///C:/Games/DoomLauncher/System.Data.SQLite.DLL
----------------------------------------
System.Transactions
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4084.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/System.Transactions/v4.0_4.0.0.0__b77a5c561934e089/System.Transactions.dll
----------------------------------------
Octokit
    Assembly Version: 0.36.0.0
    Win32 Version: 0.36.0.0
    CodeBase: file:///C:/Games/DoomLauncher/Octokit.DLL
----------------------------------------
System.EnterpriseServices
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4084.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/System.EnterpriseServices/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.EnterpriseServices.dll
----------------------------------------
System.Numerics
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4084.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll
----------------------------------------
Microsoft.CSharp
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4084.0
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.CSharp/v4.0_4.0.0.0__b03f5f7f11d50a3a/Microsoft.CSharp.dll
----------------------------------------
System.Dynamic
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4084.0
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Dynamic/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Dynamic.dll
----------------------------------------
Anonymously Hosted DynamicMethods Assembly
    Assembly Version: 0.0.0.0
    Win32 Version: 4.8.4300.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------
System.Dynamic.DynamicAssembly
    Assembly Version: 0.0.0.0
    Win32 Version: 4.8.4084.0
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Dynamic/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Dynamic.dll
----------------------------------------
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    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Equin.ApplicationFramework.BindingListView
    Assembly Version: 1.4.7696.786
    Win32 Version: 1.4.1.0
    CodeBase: file:///C:/Games/DoomLauncher/Equin.ApplicationFramework.BindingListView.DLL
----------------------------------------
System.Net.Http
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4084.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Net.Http/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Net.Http.dll
----------------------------------------
Microsoft.GeneratedCode
    Assembly Version: 1.0.0.0
    Win32 Version: 4.8.4084.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
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    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4084.0
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.IO.Compression.FileSystem/v4.0_4.0.0.0__b77a5c561934e089/System.IO.Compression.FileSystem.dll
----------------------------------------
System.IO.Compression
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4084.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.IO.Compression/v4.0_4.0.0.0__b77a5c561934e089/System.IO.Compression.dll
----------------------------------------
Newtonsoft.Json
    Assembly Version: 9.0.0.0
    Win32 Version: 9.0.1.19813
    CodeBase: file:///C:/Games/DoomLauncher/Newtonsoft.Json.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


 

  

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On 1/27/2021 at 1:22 PM, hobomaster22 said:

 

Do you mean you have to close the port? I believe all port implementations require the application to exit before Doom Launcher attempts to read the statistics output.

The changemap thing is interesting. GZDoom must store all data for the level in the save file when changemap is used. I would guess this is probably because of the hub map implementation. Thanks for letting us know.

 

The two times its happened, I played a chunk of regular Ultimate Doom, and would quit after a few levels, the levle stats recorded, but it said my last map was still E1M1; playing later in chunks would be spotty at keeping this up to date, and I would have to quit the game after each level to ensure tracking. THe second time I had this issue was with A.L.T. where saving the game and quitting would NOT record stats at all, requiring me to load it back up, re-save then hope it recorded properly, in one case I needed to go back to the last level then re-finish it, generate a new autosave, then manual save, to make it update. Not sure what was going on in either case, but other wads havent had issues.

 

What changemap basically does is exit the map and travel to another one as if you had hit the exit switch; it brings up the intermission screen and everything (except on the last maps), thus the autosave is just from the game thinking you travelled to a new level instead of ending the game. I learned about changemap when playing the Doom 2 beta that Romero released; some maps like Dead Simple's original layout had no exit switch yet, so I used 'changemap map08' to complete the level and move to Map 8 without having to pistol start it

 

Also, I have another small request for future versions; could the stat tracking show a green 'complete' bar when a mapset has 0/0 secrets, kills or items? Hexen seems to have no secrets at all and my complete stats so far looks a bit odd with an empty bar in the middle, while the kills and items bars are full :p

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5 hours ago, DrR0Ck said:

Looks like I spoke to soon.  I just got a new/different slideshow related .NET exception:
 

  Hide contents

See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.DivideByZeroException: Attempted to divide by zero.
   at DoomLauncher.SlideShowPictureBox.HandleState()
   at DoomLauncher.SlideShowPictureBox.M_timer_Tick(Object sender, EventArgs e)
   at System.Windows.Forms.Timer.OnTick(EventArgs e)
   at System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4300.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
DoomLauncher
    Assembly Version: 3.2.1.0
    Win32 Version: 3.2.1.0
    CodeBase: file:///C:/Games/DoomLauncher/DoomLauncher.exe
----------------------------------------
System.Windows.Forms
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************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


 

  


Were you doing anything when this happened? I was able to replicate both of your problems... but this was by manually deleting the images from the DoomLauncher/GameFiles/Screenshots folder.

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On 1/28/2021 at 7:22 PM, hobomaster22 said:


Were you doing anything when this happened? I was able to replicate both of your problems... but this was by manually deleting the images from the DoomLauncher/GameFiles/Screenshots folder.

DoomLauncher was idle on my desktop for a few minutes when I got the error - I was browsing the web when I saw the error pop up.  I'm posting a screenshot below.

 

What seems to be happening is that a highlighted listing with more than one screenshot and sitting idle will cycle through and then the error will pop up.  Listings with one screenshot or no screenshots do not seem to be causing the issue.
KeKvAOi.jpg

Edited by DrR0Ck

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On 1/28/2021 at 6:43 PM, Devalaous said:

The two times its happened, I played a chunk of regular Ultimate Doom, and would quit after a few levels, the levle stats recorded, but it said my last map was still E1M1; playing later in chunks would be spotty at keeping this up to date, and I would have to quit the game after each level to ensure tracking. THe second time I had this issue was with A.L.T. where saving the game and quitting would NOT record stats at all, requiring me to load it back up, re-save then hope it recorded properly, in one case I needed to go back to the last level then re-finish it, generate a new autosave, then manual save, to make it update. Not sure what was going on in either case, but other wads havent had issues. 

Also, I have another small request for future versions; could the stat tracking show a green 'complete' bar when a mapset has 0/0 secrets, kills or items? Hexen seems to have no secrets at all and my complete stats so far looks a bit odd with an empty bar in the middle, while the kills and items bars are full :p 


I see the problem with the last map and it will be fixed in the next release. Changing the bar to green for 0/0 will also be added.

 

16 hours ago, DrR0Ck said:

What seems to be happening is that a highlighted listing with more than one screenshot and sitting idle will cycle through and then the error will pop up.  Listings with one screenshot or no screenshots do not seem to be causing the issue.

 

I'm going to see what else I can do to replicate this problem. In the meantime I have made an issue on github so we can resolve it there:
https://github.com/nstlaurent/DoomLauncher/issues/233

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I just installed Doom Launcher the other day and I'm very impressed with the advanced features it offers and the ease of uploading Wads (I put a bunch on my Drive and downloaded all of them this afternoon). I am having some unusual trouble with the basic features, though, and I wasn't able to find any solutions in the Help document, so I was hoping to get some answers here.

1) Anything more than unloading a Zip file (ironically not a problem and even a detriment here) tends to give me some issues as I am computer illiterate. I tried Alt+Print Screen but how do I properly take Screenshots so I can get those sweet Titlepics instead of this Doom II background?

2) The bottom buttons are greyed out and do not function for me, and as such I am not able to move files and rearrange them. Clicking and dragging does not seem to work either. The Delete function doesn't work unless I right click the file and select it from there.

3) This is a very strange issue, but for some reason the Wad files are not reading properly with the IWADs. I played two maps from Reverie last night, and while they functioned perfectly well, the Interpic was carried over from the IWAD but not the Fonts for the titles and statistics. I thought it could be a DeHacked problem, but the level names display correctly, so I am not sure what causes this to happen. [This actually may be a problem with Reverie itself upon testing the other Wads which seem to display correctly.]

 

Thank you for any help or feedback you can provide. I see a lot of promise in this Launcher as a replacement for my old ZDL and am looking forward to seeing more of its capabilities.

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10 minutes ago, 666shooter said:

I just installed Doom Launcher the other day and I'm very impressed with the advanced features it offers and the ease of uploading Wads (I put a bunch on my Drive and downloaded all of them this afternoon). I am having some unusual trouble with the basic features, though, and I wasn't able to find any solutions in the Help document, so I was hoping to get some answers here.

1) Anything more than unloading a Zip file (ironically not a problem and even a detriment here) tends to give me some issues as I am computer illiterate. I tried Alt+Print Screen but how do I properly take Screenshots so I can get those sweet Titlepics instead of this Doom II background? 

2) The bottom buttons are greyed out and do not function for me, and as such I am not able to move files and rearrange them. Clicking and dragging does not seem to work either. The Delete function doesn't work unless I right click the file and select it from there. 

3) This is a very strange issue, but for some reason the Wad files are not reading properly with the IWADs. I played two maps from Reverie last night, and while they functioned perfectly well, the Interpic was carried over from the IWAD but not the Fonts for the titles and statistics. I thought it could be a DeHacked problem, but the level names display correctly, so I am not sure what causes this to happen. [This actually may be a problem with Reverie itself upon testing the other Wads which seem to display correctly.] 

 

Thank you for any help or feedback you can provide. I see a lot of promise in this Launcher as a replacement for my old ZDL and am looking forward to seeing more of its capabilities. 


1. Doom Launcher checks the source ports directory for any screenshots that were taken while playing. The most common port people use to take screenshots is ZDoom/GZDoom which work very well with Doom Launcher. Built in screenshot support with other ports is spotty and I don't recall which ones support what. There is a Screenshot Captures Directories option in settings for ports that save them elsewhere. If the source port you are using doesn't support screenshots at all then you would have to manually save it with paint, then click the Add File button on the screenshots tab.

2. The bottom buttons I believe you are talking about are for the bottom section tabs (Screenshots/Demos/Save Games/Statistics). If you right click on a file you will see different options to sort on under Sort By.

3. On the Launch screen for Reverie you can click 'Show' next to Preview Launch Parameters. It should look something like -iwad doom2.wad -file reverie.wad -deh reverie.deh.

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1 hour ago, hobomaster22 said:


1. Doom Launcher checks the source ports directory for any screenshots that were taken while playing. The most common port people use to take screenshots is ZDoom/GZDoom which work very well with Doom Launcher. Built in screenshot support with other ports is spotty and I don't recall which ones support what. There is a Screenshot Captures Directories option in settings for ports that save them elsewhere. If the source port you are using doesn't support screenshots at all then you would have to manually save it with paint, then click the Add File button on the screenshots tab.

2. The bottom buttons I believe you are talking about are for the bottom section tabs (Screenshots/Demos/Save Games/Statistics). If you right click on a file you will see different options to sort on under Sort By.

3. On the Launch screen for Reverie you can click 'Show' next to Preview Launch Parameters. It should look something like -iwad doom2.wad -file reverie.wad -deh reverie.deh.

Thank you very much. I actually just realized the answer to the second and third question about an hour ago myself. I downloaded the full Zip for Reverie and that fixed the issue to include the patch. But as Alt+Print Screen isn't working, what is the command for taking a screenshot using GZDoom?

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11 hours ago, 666shooter said:

Thank you very much. I actually just realized the answer to the second and third question about an hour ago myself. I downloaded the full Zip for Reverie and that fixed the issue to include the patch. But as Alt+Print Screen isn't working, what is the command for taking a screenshot using GZDoom?


It should just be the print screen button. GZDoom displays a message on the top left when it takes a screenshot.

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