Kampfwurst2 Posted February 23 Hello everyone, new here, but a Doom Payer since the first day. English is not my native Language but as far as i can see i haven't found someone with the same Problem. But first @Silver-X, thanks many many times for the Launcher, i just found it this week and i'm really looking forward to play Brutaldoom with my Friend (and also my son,when he's older) Which brings me to my Problem. I've put the Wads Files in the Data folder and BDv22.pk3 in the Doom 1 + 2 folder. When i start the game with your launcher i can use both Controllers, except for looking up/down. I've set it in the Xinput Menu to the right stick-> no effect, even with mousecontrol i cant look up/down. However when i start LZDoom normally (in the BIN folder) i can look up/down with mouse and controller. it's so frustating because normal Doom is ok, but in Brutaldoom you dont have the "autoaim" and you cant shoot barrels or do Headshots without the ability to look up and down. Any Ideas or suggestions? Have i missed some Step? Thanks in advance for any reply and your work. 0 Quote Share this post Link to post
Sliver-X Posted February 24 (edited) I set the controls like the original games: Heretic, Hexen and Strife do allow mouselook, since the original games also did, but not Doom. For Doom, you need to bind whatever you're wanting for look up/look down from the main menu for Player 1 while running a Doom game, then edit the file CFG\player1\player1.ini, replacing all instances of: maxviewpitch=0 With: maxviewpitch=90 OR maxviewpitch=35 (Like the software renderer permits) This will push the changes to P2-P4 on next launch, since their configs are built from player1.ini at load. For the games that did support mouselook, maxviewpitch is set to 35 degrees as in the original games, so you'd need to change those entries to 90 as well if you're wanting full mouselook in them: Personally I don't like the whole "sprites look like cardboard cutouts" 90 degrees of lookview provides but to each their own. Edited May 20 by Sliver-X 0 Quote Share this post Link to post
Kampfwurst2 Posted February 24 Hi i tried the maxviewpitch=90, still no effect. I can controll P1 and P2 except that no one can look up/down. Installed LZSplitdoom new,still the same. As you can see, normal LZdoom works, but with the same settings through the launcher it wont work. Even if i set look up/down to another axis or the dpad in the normal control mapping menu, i cant look up and down. i have an PowerA Controller, which should just work like any Xbox controller. Any other ideas? 0 Quote Share this post Link to post
Kampfwurst2 Posted February 24 Nevermind I've set maxviewpitch=90 under Doom.netserverinfo and copied the left and right stick bindings from the Hexen Column to Doom and now it works like a charm. Still don't know why i couldn't set it through the menu, but at least it works now. Thanks again for your help and this nice peace of Software. You all have a good day 0 Quote Share this post Link to post
Shepardus Posted February 24 2 hours ago, Kampfwurst2 said: Hi i tried the maxviewpitch=90, still no effect. I can controll P1 and P2 except that no one can look up/down. Installed LZSplitdoom new,still the same. As you can see, normal LZdoom works, but with the same settings through the launcher it wont work. Even if i set look up/down to another axis or the dpad in the normal control mapping menu, i cant look up and down. i have an PowerA Controller, which should just work like any Xbox controller. Any other ideas? 1 hour ago, Kampfwurst2 said: Nevermind I've set maxviewpitch=90 under Doom.netserverinfo and copied the left and right stick bindings from the Hexen Column to Doom and now it works like a charm. Still don't know why i couldn't set it through the menu, but at least it works now. Thanks again for your help and this nice peace of Software. You all have a good day It looks like you were using the software renderer, which is limited in how much it can pitch up/down (and perspective will be warped due to how it works), while in your newer screenshots you've switched to the hardware renderer. 0 Quote Share this post Link to post
Kampfwurst2 Posted February 24 4 hours ago, Shepardus said: It looks like you were using the software renderer, which is limited in how much it can pitch up/down (and perspective will be warped due to how it works), while in your newer screenshots you've switched to the hardware renderer. Yes, with the Launcher it goes to Hardware, but i tried both and with normal LZdoom it worked both ways. But with the Splitscreen Launcher it didnt een let me pitch the 35 degree angle. I have read about the warping before, but my problem was i couldn't even change the angle. But anyway, either setting maxviewpitch=90 in the Doom.NetServerInfo, or copy the RightStick bindings from the Hexen Cloumn in the Player1.ini did the trick for me. Thanks for your help anyway, good to know there are always People in these forums that have so much knowledge and like to share it 0 Quote Share this post Link to post
Sliver-X Posted February 24 (edited) I've made an update to this: v1.52 ~~~~~ 1) Removed Tri-Split mode, replaced with TriH and TriV modes (TriHorizontal/TriVertical). 2) Removed Doom 64 Retribution and Wolf3D TC due to severe technical issues with multiplayer in both. 3) -split parameter can be put anywhere in a command line string now instead of needing to be the first defined: This should allow 100% compatability with being launched from another Doom launcher. 4) Added "Discount Doom 3D" Custom Game: Freedoom 1 maps using maximal Doom assets along with Voxel Doom and more. Requires doom.wad to function. 5) Added Sigil 2 The link has been updated in the original post. Edited February 24 by Sliver-X 1 Quote Share this post Link to post
Kampfwurst2 Posted February 27 Me again Tried your newest update, had the same problem. Cannot look up/down no matter what settings i use in the games menu. What solved it for me was the maxviewpitch=90 in the [Doom.NetServerInfo] in the Player1.ini Now it works like a charm. Friend of mine is coming over at friday and i cant wait to see his face when i show him this. He's a huge doom Fan, especially of the newer ones. Now we can play the "better" Doom. Project Brutality 2.03 Redux and Call of doom Black Warfare work like a charm, and with the Eday map pack its such a blast. Thanks again for the launcher, makes it so easy, even with the mods. Hope you and your son still have fun with these games, those oldies shall never die 0 Quote Share this post Link to post
Meerschweinmann Posted March 7 (edited) Wow. I have a tiny PC connected to my living rooms TV with Bluetooth and Xbox Controllers. Childrens and friends do i have too. Why i have not seen this earlier? That has some good late 90s flavor, where gaming consoles had four controller Ports. It works :) Spoiler Edited March 7 by Meerschweinmann 1 Quote Share this post Link to post
Sliver-X Posted April 8 (edited) If it supports LZDoom and either Co-op or Deatmatch, yes? I previously included Doom 64 - Retribution with this thing but had several issues with it that led to its removal. Mainly, the logic for things would break in a lot of cases due to respawning at the beginning after certain things had been triggered, like a gate/door closing, a section of floor dropping, etc. This would soft lock progression unless you cheated if you were to die. It also didn't support DM start points at all, but that was a minor quibble for me, since I pretty much exclusivley use LZSplitDoom for co-op play only. Edited April 8 by Sliver-X 0 Quote Share this post Link to post
jp615 Posted May 19 Can I play this using 2 monitors?? I am trying to play co-op Project Brutality, using one PC and 2 monitors. Is this possible? Also, Kampfwurst2, can you provide the link to that UDV HUD showcased in your picture? On 2/27/2024 at 2:37 PM, Kampfwurst2 said: oh, and the UDV Hud works too (: 0 Quote Share this post Link to post
Sliver-X Posted May 20 (edited) No, the way I coded this originally made it behave like this, and I considered it a bug and fixed it. You can edit the source and compile it with AutoIT 3 to build a version that does act this way, however (Under the \BIN\SRC folder). This is what would need changed: LZSplitDoom64.au3 OR LZSplitDoom32.au3Lines 1214 & 1215 Global $FullWidth = (_WinAPI_GetSystemMetrics(0)) Global $FullHeight = (_WinAPI_GetSystemMetrics(1)) Change to: Global $FullWidth = (_WinAPI_GetSystemMetrics(78)) Global $FullHeight = (_WinAPI_GetSystemMetrics(79)) This will treat the combined monitor sizes as one large unit, spanning the clients across them all. I know it works like you're wanting with two monitors, but I've never tried with more. (Two monitors side by side would need Vertical, TriV or Quad split, Two monitors above and below each other would need Horizontal, TriH or Quad to look right). AutoIT 3 can be downloaded here: https://www.autoitscript.com/site/autoit/downloads/ Edited May 20 by Sliver-X 0 Quote Share this post Link to post
jp615 Posted May 28 First off thanks for your time and effort developing this and for your help. I haven't tried the 2 monitor method just yet because I can't get the game to run properly to begin with. To start off, it's not recognizing the wads I have placed in their respective game specific folder within the DATA folder. So I can't run the program by itself because I can't select the game. I did manage to run it using ZDL, also with Project Brutality, but both controllers are being recognized as input on both screens simultaneously. Also both instances are playing music, even though I looked at the p2 CFG .ini file and it shows that the music is set to off. So I'm overwhelmed again because I've been inundated with problems that I can't solve relating to various Doom mods and ports and errors that I've been trying to sort out for over a month. I read through the readme and I really didn't see any indication towards an answer to my problem, but then again I might just be a dumbass. I swear it's like some people just get it and some people don't. None of this comes naturally to me. I've done modding in other games and I've never had the degree of problems that I've experienced with Doom. 0 Quote Share this post Link to post
kalensar Posted May 28 This is totally worth mentioning mainly just for curiosity on my part. CastleVania Simons Destiny and my CastleVania 3 mod are both compatible with LZDoom. I just dont have a good enough setup to test it on this. 0 Quote Share this post Link to post
Sliver-X Posted May 30 (edited) On 5/28/2024 at 5:07 AM, jp615 said: First off thanks for your time and effort developing this and for your help. I haven't tried the 2 monitor method just yet because I can't get the game to run properly to begin with. To start off, it's not recognizing the wads I have placed in their respective game specific folder within the DATA folder. So I can't run the program by itself because I can't select the game. I did manage to run it using ZDL, also with Project Brutality, but both controllers are being recognized as input on both screens simultaneously. Also both instances are playing music, even though I looked at the p2 CFG .ini file and it shows that the music is set to off. So I'm overwhelmed again because I've been inundated with problems that I can't solve relating to various Doom mods and ports and errors that I've been trying to sort out for over a month. I read through the readme and I really didn't see any indication towards an answer to my problem, but then again I might just be a dumbass. I swear it's like some people just get it and some people don't. None of this comes naturally to me. I've done modding in other games and I've never had the degree of problems that I've experienced with Doom. Logically, the way I set up how the frontend finds and handles data loaded in with the -file command is as follows: The main IWAD should be in the root of DATA, and any mod files put in the per-game autoload folders underneath \DATA. So say, for example, I wanted to run Doom with Sigil: \DATA doom.wad \DATA\doom sigil.wad This would make the Doom button turn active and would autoload sigil.wad for it from its autoload directory (\DATA\doom) when ran. However, LZSplitDoom has special logic to handle Sigil (And Doom itself) and a few other official (Or next-to-official in Sigil's case) mods, so it will update the map selector and such to accommodate it. In the case of a mod that is standalone, such as Harmony, you need its IWAD to be placed in \DATA and you'd have to set up an autoload folder there if wanted. By far the simplest way would be to create a Custom Game Template under the \CUSTOM_GAMES folder to handle it. I'll use the one I made for Harmony as an example: \CUSTOM_GAMES\Harmony.ini [LZSplitDoomCustomGame] # Used for Save & Autoload Directory names. GAMENAME=harmony # IWAD file. IWAD=harm1.wad # Map List to populate "Level" control in GUI. MAPLIST=map01|map02|map03|map04|map05|map06|map07|map08|map09|map10|map11|map12|map13 # Custom Command Line: Overrides manual entries set in GUI if present. CUSTOMCL= GAMENAME, IWAD and MAPLIST are the important ones to fill out. GAMENAME will be automatically created at load if it doesn't exist and all things placed into the root of it will be pulled in at launch (i.e., it's not recursive). MAPLIST is the map names delimited by | for the Map Select section of LZSplitDoom's GUI. You would have to know what these are for your mod: I usually look at the MAPINFO lump in the mod but I understand that's probably not considered simple to most people. Most mods for Doom, Doom II and Heretic use the original map names so those are well known at least. You can also have it directly load a map by filling out the CUSTOMCL line. IWAD is the actual data file (This needs to be sitting in \DATA). Once you have it created, it will show up in the Custom Games list in LZSplitDoom. So far as the config not working, my frontend launches four simultaneous instances of LZDoom, specifically loading an INI it builds from P1's config at runtime for the other clients. I doubt any other launcher is doing that (Unless you're chainloading LZSplitDoom through it with appropriate switches), so that's not going to work right. Edited May 30 by Sliver-X 0 Quote Share this post Link to post
jp615 Posted May 30 I put the Doom wads in the root of \DATA, and I'm getting an error saying it cannot find Doom wads. I was able to select the game and launch but this error pops up now. 0 Quote Share this post Link to post
Sliver-X Posted May 31 (edited) Wads plural implies you're not doing this correctly, unless you mean doom.wad and doom2.wad both have been put in \DATA. Whatever mods you're trying to load would need to be in either the doom or doom2 subfolder (Depending on which game this is for) under DATA to be loaded, and you would need to make sure nothing else is in them that would conflict with whatever it is you're trying to run here (The Sigil wads shouldn't for Doom). Or you can make an INI as I showed in my previous reply to where you only set this up once per mod. If this is a Doom 1 mod, the IWAD value would be doom.wad, with doom.wad being located under \DATA. GAMENAME would be a folder you'd make under \DATA for the mod (Or try to run it once, which will load vanilla Doom/DoomII and create it) and would throw the actual mod wads into this. You'd do the same process for a Doom II mod but use doom2.wad as the IWAD value. You also have to make sure the Doom IWADs are actually valid or the engine will refuse to load. LZSplitDoom just activates the games based on if files with the proper names exist, but it does no checks to verify the binary contents of any of them. Edited May 31 by Sliver-X 0 Quote Share this post Link to post
jp615 Posted May 31 5 hours ago, Sliver-X said: Wads plural implies you're not doing this correctly, unless you mean doom.wad and doom2.wad both have been put in \DATA. Yes that's what I mean. The Doom folders are empty. I never attempted to load a mod because I wanted to make sure I could run the game correctly first. My goal is to use Project Brutality though. But I can't get any mod working if I can't get the game working by itself. 0 Quote Share this post Link to post
Sliver-X Posted May 31 (edited) Do either of the Freedoom games, Hacx or Chex Quest run? If so, something's wrong with your Doom wads, either being the wrong files or in the wrong format (Are they zipped or something?). Try using different Doom/Doom II IWADs. If not, something's wrong with your LZSplitDoom install. Wipe it clean and decompress the archive/start over. If that still isn't working, I don't know what to tell you other than it appears to be a problem with your system and not the program. Edited May 31 by Sliver-X 0 Quote Share this post Link to post
Kampfwurst2 Posted May 31 On 5/20/2024 at 12:30 AM, jp615 said: Can I play this using 2 monitors?? I am trying to play co-op Project Brutality, using one PC and 2 monitors. Is this possible? Also, Kampfwurst2, can you provide the link to that UDV HUD showcased in your picture? Certainly https://www.moddb.com/mods/brutal-doom/addons/doomvisor-hud-for-pa1nki113r-v51 Jus put the UDV A Base.pk3 in your Doom and Doom 2 folder 0 Quote Share this post Link to post
jp615 Posted June 1 9 hours ago, Sliver-X said: Do either of the Freedoom games, Hacx or Chex Quest run? No I get the same error. One of the options says "edit your lzdoom-username.ini and add the directories of your iwads to the list beneath [IWADSearch.Directories]". But there is nothing that says [IWADSearch.Directories] in the .ini. In fact, the .ini is labeled as "LZSplitDoom.ini" and doesn't include my username, so I don't know why there is that discrepancy between the directions and the naming of the file itself. 0 Quote Share this post Link to post
Sliver-X Posted June 1 (edited) LZSplitDoom.ini is the INI for LZSplitDoom (The launcher I coded), not LZDoom (The engine being invoked by LZSplitDoom to actually run the games.). The first time LZSplitDoom is ran an INI for LZDoom is generated under \CFG\player1\player1.ini using a predefined template embedded into the launcher code (It will recreate it if missing, too). It then makes a copy of this for Players 2-4 at runtime and *then* does in-place edits to them so as to make this weird juggling act of pseudo-splitscreen work as best as it can. After all that, LZSplitDoom launches however many defined player instances of LZDoom were specified and loads these INIs for each respective client. There should be no reason it's looking for the default "lzdoom-username.ini" during any point of execution. If you decompress a fresh copy of LZSplitDoom, then run Freedoom or something, there is absolutely no reason for this process to not work unless something's wrong with the filesystem LZSplitDoom is residing on (Permissions, corruption)? An overzealous antivirus program? Running it off something like OneDrive? Running it as a different user? I honestly don't know. The last thing I can suggest is decompress the 7zip archive with something other than what you've been using. 7zip (https://www.7-zip.org/) works great and is available for virtually all operating systems. Edited June 2 by Sliver-X 0 Quote Share this post Link to post
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