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Everything posted by UndeadRyker
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GitLab repo: https://gitlab.com/accensi/acecorp-launcher Latest version: https://gitlab.com/accensi/acecorp-launcher/-/releases Extra themes: https://gitlab.com/accensi/acl-themes Sample screenshots of extra themes: https://imgur.com/a/5i6kK5T It's like ZDL but focused on minimalism, functionality, and stability. Everything you need to know about using it is found in the README, or if you downloaded the program, by pressing F1 while it's open. Main features: F1 brings up a help dialogue box that mentions controls and other miscellaneous features. .ZDL files can be dragged and dropped into the window to load ZDL load order presets. Launcher update notification capability. It'll alert you if there's a new version available which takes you to the download page if you confirm you want to update. On by default. Can be permanently turned off by setting CheckForLauncherUpdates to false in the config or clicking "No" on the update prompt. Drag and drop functionality for adding mods. DEL to delete mods. Dragging & dropping is the only way to add mods. Using Control+Scroll Wheel on selected mods moves them up or down. Double-click on selected mods to enable or disable them. .DEH files are automatically loaded if they're in the same directory and share the same name as a wad. They can still be loaded separately too. Notifies you if there are missing mods when the launcher initializes, a mod preset gets loaded, refreshed, or when an engine is started. Console with commands for more minor/situational features. Mod presets and launch presets are saved separately. This is useful for demo-recording and multiplayer sessions. Updating mods if they're from a Git repo. Note that this needs Git for Windows to work. Hovering over items shows tooltips. For mods, it shows the file path plus explanations for legends such as "[X]", "[???]", and "[UPD]". Context menu for mods with options such as opening to location or directly with SLADE, along with Git-specific actions. Themes. You can make them yourself or add premade themes to a "Themes" folder in the same directory as the launcher. There's support for sounds such as button clicks, hovers and more! Requires .NET Desktop Runtime 5.0 (x64): https://dotnet.microsoft.com/en-us/download/dotnet/5.0 It's worth noting that I didn't make the launcher. I made most of the additional themes and offered testing feedback for Accensus (the developer). Regardless, this is open to feedback! Quality of life requests are always welcome. Remember that this launcher's core value is to be minimalistic, so please don't suggest anything that'll turn it into something like Doom Mod Loader. Discord for feedback/support: https://discord.gg/DkvtWMpYDN
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Accensus (dev) response: Likely, but mostly because I have no way to test compiling for Linux. But it uses .NET 5 so it should technically run fine under Wine despite using WPF. But with no way to test that I can't say if it's true or not. You need to have a repo folder added in the load order that's been cloned through Git for Windows. ACL will automatically use Git for Windows while pulling updates so there isn't any manual "linking" involved on your end.
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AceCorp Launcher v1.6.2 has been released: Fixes: Fixed selecting stuff in combo boxes also playing ClickMod sounds. QoL: Allow arrow keys for moving mods up/down, but still require Control. [This is because normal scroll/arrows have default Windows behaviour and it'd be even more unintuitive to override that.] https://gitlab.com/accensi/acecorp-launcher/-/releases/v1.6.2 What @No-Man Baugh said is valid, but personally, I use Git for Windows and clone the themes repo into the same folder as ACL. Then I rename it to "Themes" so ACL properly reads the repo with zero problems. That allows me to easily update all the themes. That saves the trouble of having to download the entire .zip and replace all files every time there is an update to the themes. Granted, that won't work as efficiently if you prefer to only keep the themes of your choosing from the repo. The combo keys, and in general the heavy reliance on the keyboard are there in order to prevent UI clutter, plus it would be counter-intuitive to override default Windows behavior. As a matter of fact, simply pressing the arrow keys can change your selection, which then the Ctrl+Arrow keys will complement the new feature nicely. We appreciate the feedback!
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AceCorp Launcher v.1.6.1 has been released: Fixes: Fixed IWAD renaming not sticking. Fixed underscores in names being replaced with whitespace due to parsing. https://gitlab.com/accensi/acecorp-launcher/-/releases/v1.6.1 AceCorp Launcher v.1.6.0 has been released: Highlights: Added a command field for the launcher. Type 'help' in the field below the console for a list of available commands. Added play time tracking for engines, IWADs, and mods. Only active if the launcher is running. Use help playtime for more info. You can also right click mods to show their play time directly. Fully exposed all elements to the theme system. Added UI sound support for themes (and an option to turn them off). Not all of the official themes have them, but GoldSrc, Literature!, Jolly Peppermint, O Holy Night, Unreal Tournament, and Kentucky do! Not all themes may have sounds for all actions. Features: Added IWAD renaming. Added PlayTimeTrackingThreshold to control when gameplay starts getting logged. The timer still runs, however, so once the threshold is reached, those five minutes (assuming default values) will get added in full. Fixes: Fixed Autoload* options not being set to default properly. Fixed "open location" not working. Fixed crash when WindowResolution is set to bogus values. Fixed updating mods through the context menu being greyed out for repositories if the mod is disabled, along with other similar issues caused by the same thing. UI: Removed the engine rename button and moved renaming to a command in order to unclutter the UI. Instead of just saying that a new version is available, display which version that is. Miscellaneous: F5 now checks for newly added themes. Updated and reworded some of the stuff in the help text. Removed the "Path" suffix from *Path XML elements. Will NOT break configs. Replaced hardcoded newline characters with Environment.NewLine. Extra AceCorp Launcher Themes was also updated: Updated themes to 1.6.0. Some themes have been removed. https://gitlab.com/accensi/acl-themes Updated Extra Theme Previews: https://imgur.com/a/5i6kK5T
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AceCorp Launcher v1.5.1 has been released: Fixes: Fixed a critical bug where deleting a mod preset would replace the presets with the mod list. https://gitlab.com/accensi/acecorp-launcher/-/releases/v1.5.1
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AceCorp Launcher v.1.5.0 has been released: Features: Added InvertGameLaunchBehavior. Holding Ctrl will instead NOT close the launcher. Added AutoselectNewEngines and AutoselectNewIwads. Both are on by default. Fixes: Fixed IWAD selections not being logged properly. Fixed having all mods disabled still passing -file to the args. Fixes failure to launch with Woof. Fixed crash when checking for update while offline. Also moved checking to a separate thread. Fixed defaults not being set properly for fresh configs. Fixed pressing Cancel in the "check for git updates" dialog pulling stuff anyway. Fixed console not scrolling to end if something is logged and the focus is on the console. UI: Don't reverse selection order when range-disabling from top to bottom. Because it can't easily be fixed to respect direction after the list updates, just force top to bottom since it's more intuitive. Renamed Launch Preset to Command Line Preset Added logging for launcher updates. Miscellaneous: Adding a range of IWADs will select the first one, not the last. When trying to open another instance of ACL, unminimize and focus the existing one. https://gitlab.com/accensi/acecorp-launcher/-/releases/v1.5.0
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CABIN: An Apocalyptic Nightmare
UndeadRyker replied to UndeadRyker's topic in Map Releases & Development
Bit of a late fanfare, but it's my pleasure to announce that CABIN is now officially on idgames. It's now 100% complete and has no major issues worth fixing (please don't force me to eat those words). Since I consider it completed, there will be no updates to it from here on out, so speedrunners are now free to try a stroller run of CABIN without worrying about me possibly updating the wad and causing a demo desync. :^) Check it out!: https://www.doomworld.com/idgames/levels/doom2/a-c/cabin And there's a GitLab mirror too (the one and only version is identical to the idgames release): https://gitlab.com/unryker/cabin/-/releases Thanks for playing, and you all have my early Merry Christmas wishes! -
[Download from Doomworld/idgames] [Download from GitLab] CABIN is a lore-friendly Doom mod that takes place in its own timeline that branches right after our hero eviscerated the Icon of Sin. Feel free to read the full story I wrote inside CABIN.txt, but it isn't necessary to have fun, hopefully. This is a 1993-esque 7-level mapset for Doom 2 that can run in any source port, including Chocolate Doom. It's also tuned to run as intended in source ports like Eternity and GZDoom. There are adjustments for multiplayer and skill levels. The DEHACKED is already packaged in the .wad itself. Running in Chocolate Doom is as easy as -iwad DOOM2.wad -file CABIN.wad -dehlump CABIN.wad When running this WAD, please use the Software renderer for the intended look and experience! Screenshots of the first level. Are you brave enough to explore the rest of the WAD?: View the source on GitLab. Listen to the OST. Credits Detailed credits are listed in the README.md file on GitLab. This is my first submission on Doomworld. These are also the first maps I made for Doom after a while. Thank you for taking the time to check this out. Any feedback along with videos/demos is more than welcome!
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AceCorp Launcher v1.4.0 has been released: Highlights: Launcher now checks for updates on startup. Can be turned off. (But why?) Added SkipPullDialog to config. If set to True, "Check for Git updates" will always pull. Off by default. Fixes: Fixed obscure crash when the engine has been moved but after it's selected. Fixed crash if copying an empty load order. UI: Changed "launches GZDoom" to "launches selected engine" in F1 dialog. Changed "open file location" to "open location" in context menu. Miscellaneous: Use Revision numbers for FileVersion now. Log which engine is being launched. Display full path upon failure to load configuration. (In some super rare cases, the config will fail to be found if the app runs as soon as Windows boots up. This would help Accensus debug it.) Codebase: Refactored option creation to make it less boilerplaty. https://gitlab.com/accensi/acecorp-launcher/-/releases/v1.4.0 Edit: If you've downloaded v1.4.0, if you start the launcher without any internet, ACL will crash unless you turn off the check for updates feature in Config.xml. There will be a new version pretty soon that fixes this and other bugs, among some new features so please hang tight until then.
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AceCorp Launcher v1.3.2 has been released: Fixes: Fixed bug where removing an engine would try to set a new IWAD. Miscellaneous: Slightly more detailed "open git repo" error message. https://gitlab.com/accensi/acecorp-launcher/-/releases/v1.3.2
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CABIN: An Apocalyptic Nightmare
UndeadRyker replied to UndeadRyker's topic in Map Releases & Development
Hey everyone, just released a major update to CABIN! I expect this to be its final update, and if everything goes well for the next month (AKA no major bug reports), I'll submit it to idgames on December 1st. The TLDR of this update is that it contains various polishing and improvements, ESPECIALLY for speedrunners. Have a very Happy Halloween! v1.4 release notes -
I also wonder the same for those who have signed up with Twitter, Google, etc.
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AceCorp Launcher v1.3.1 has been released: QoL: Automatically select IWAD and engine if they are the only one in the list. Clicking in empty space in the mod list moves focus to it. Always focus on the launch button unless explicitly desired otherwise. Check for missing mods on game launch. Miscellaneous: Added message when switching IWADs. Added better error reporting on failure to load config file. More specific Slade error message. Minor clarification in help text. https://gitlab.com/accensi/acecorp-launcher/-/releases/v1.3.1
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Thanks a ton for your feedback! It means a lot to us! You'll be happy to know that there's a button to rename engines added now. In the dropdown menu, you select the engine you want to rename, and then you type into the naming field, and then you click [~] and voila, your selected engine will be renamed. We actually had it suggested before, and thought about it, but we've never really made a specific use case scenario for having multiple engines until you pointed out the whole assembly name thing not being changed for the Chocolate source ports. With that being said... AceCorp Launcher v1.3.0 has been released: Added button to rename engines. Selecting an engine or any preset using the drop-down menu automatically focuses the launch button so you can immediately press enter to launch the game. https://gitlab.com/accensi/acecorp-launcher/-/releases/v1.3.0
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AceCorp Launcher v1.2.3 has been released: Fixed crash when creating a new mod preset. Fixed stack trace being completely useless. https://gitlab.com/accensi/acecorp-launcher/-/releases/v1.2.3 Thanks for the report @heliumlamb!
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AceCorp Launcher v1.2.2 has been released: Fixed changes made in the mod list propagating back to the items in the preset the item belongs to by doing a shallow copy. https://gitlab.com/accensi/acecorp-launcher/-/releases/v1.2.2
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AceCorp Launcher v1.2.1 has been released: Fixed Git not being marked as found even if actually found. https://gitlab.com/accensi/acecorp-launcher/-/releases/v1.2.1 AceCorp Launcher v1.2.0: Added key combo to load files and folders recursively up to one level. Shift + Drag & Drop with a folder will load everything inside. Shift + Ctrl + DnD loads only the files. Note: This version has an issue with Git that's been fixed in v1.2.1 listed above. If you downloaded v1.2.0, please get v1.2.1 instead. A minor update, but some may find this new feature useful. I know I will!
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Is Doomworld secured for the future ?
UndeadRyker replied to Endless's topic in Doom General Discussion
I don't think this is necessarily a bad thing. It's a given. Community members come and go and it's just how it is. I don't think this is really an issue we should be addressing (let alone have any power over) because someone leaving the community is ultimately up to that person in question. I've been in the Doom community since 2015, but I've taken numerous hiatuses unannounced for myriads of reasons: jobs, physical and mental health, lack of free time, education, Doom burnout, etc. I suppose I never really "leave" the community, but rather I have periods of temporary inactivity, which may be a similar case for other members. The same could be said for IRC. Communities will always be split for one reason or another, it's really nothing new. We've been divided for a long time now: Doomworld, numerous Doom IRCs, Doomerboards, /vr/, recently Discord servers, and you have your numerous forums for every major source port. But don't forget, there's nothing really stopping us from going to these other communities ourselves. With that being said, I think having a contingency plan for Doomworld isn't a bad idea, so I understand and agree with a lot of your concerns. But even then, people should already know for themselves that having all your eggs in one basket isn't good, ever. It should be up to YOU where you want to go to if Doomworld goes under. -
B.P.R.D. Wads Demos [-complevel 2 and 9]
UndeadRyker replied to The Green Herring's topic in Speed Demo Submissions
This is nuts. (Beats current WR by ~4 seconds, but can be improved with better RNG and cleaner exit press by at least another 4 seconds imo) https://youtu.be/ljNcdkqIk1g nutsstr13431.zip -
Here's a reality demo of E4M1! I had an older 59.06 time but I mistakenly recorded it with complevel 2, so I felt obliged to attempt again which resulted in me inadvertently beating my old PB anyway. Time can be improved in this for sure but I'm not touching reality runs for a while since it wasn't very much fun for me. e4m1reality5714.zip
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Is there a way to make ZDoom demos?
UndeadRyker replied to SimplePixelz's topic in Other Demos & Discussion
I thought I read somewhere that using ZDoom 2.8.1 might be okay now for ZDoom-related mods/maps and whatnot because that branch is no longer being updated? I could be wrong. And saying this too just in case: You shouldn't try to record demos with GZDoom or any other maintained branch of it since old GZDoom demos won't work with newer versions and vice versa. It breaks demo compatibility with itself nearly every update. But such is the way of GZDoom. Demo support isn't a focus for the ZDoom family. -
Personal Best Demo Thread (pt. 2) ← POST YOUR NON-WRs HERE
UndeadRyker replied to dew's topic in Speed Demo Submissions
Wow, a wow(_x).wad demo in 2022?! If that isn't funny enough, I have a funny story for this one in the .txt file. uvmaxwow_x72.zip -
[Release] Gloombase - A love letter to early ZDoom mapping
UndeadRyker replied to Jimmy²'s topic in Map Releases & Development
Oo, a retro-styled WAD that's meant to be more nostalgic to oldschool ZDoom specifically, and from Jimmy, too! This ought to be extremely interesting. It looks great judging from the screenshots and the first 10-ish mins or so from the livestream before I had to leave to do other things. Sorry about leaving unannounced, if you noticed :p Edit: Review time! After having downloaded and played it, it was certainly quite an experience! I haven't been around in ZDoom's "retro" years but it certainly does give a nostalgic vibe to it that's similar to other ZDoom mods that I've played in the past, such as Knee Deep in ZDoom, ZPack, and Cold as Hell (which is probably one of the very first WADS I've touched that's for the ZDoom family). It's not really nostalgic in a sense of wackiness and total conversion like Happy Time Circus and Ghoul's Forest, but rather it has that blend of the Doom gameplay we're familiar with while it actually uses features from ZDoom to spice things up a little bit. Here's some of the concerns I have (which shouldn't be a dealbreaker for anyone, it wasn't for me): There were just two points of the map that progression became a bit confusing for my first playthrough. I spent some time that felt longer than it should've taken trying to find out where the fourth access platform was raised and the red key, but that might just be me with my poor navigational skills. As for enemies, the shielded hell knights/barons were embarrassingly easy to push over. I was able to humiliate them by waiting for them to lower their shields with the autoshotgun (or one single shot with the double barrel with the bonus powerup) to take them down, otherwise I just outright ignored them and dodged their projectiles as if they weren't there while I focused on more important targets. I think that enemy should be made more difficult to deal with somehow, if they weren't intended to be so easy to deal with. As for items, the grenades stand out to me as being a bit awkward to use on stairs, especially because they tended to bounce back at me. But as for what was done well: The maps look gorgeous and play very nicely-- and that was never an issue for Jimmy. This one map is that kind of map that's very comfy to play through. The weapons and item variations were also cool and felt very "classic" as well. The proximity mines felt satisfying to use when it came to obliterating monster closets. It was a blast, and thanks for the early sneak peek. Looking very much forward to seeing more! -
Personal Best Demo Thread (pt. 2) ← POST YOUR NON-WRs HERE
UndeadRyker replied to dew's topic in Speed Demo Submissions
I've been having a lot of fun with strollers, so I have two demos I'm sharing! Ultimate Doom: E1M1 in 19.20 [Demo] [Video] Doom II: MAP01 in 10.71 [Demo] [Video] Looking at other categories, I might want to try a reality demo next or something similarly humorous. -
John Romero releases first new Doom II map to support UN/Red Cross relief in Ukraine
UndeadRyker replied to PasokonDeacon's topic in WAD Discussion
This is interesting to see Romero finally release a level for Doom II! The fact that it also provides an easy way for people to donate to help out the displaced Ukrainians is really nice as well. Good stuff! Yeah it's been quite a while! I'm interested more so of the fact that Romero didn't map too much for Doom II either. He only made six maps where the other maps were a Sandy Petersen-fest :p