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GZDOOM fork startup title?


Cacodoomonic

Question

When you startup GZDoom it usually tells you the version at the top of the window when its loading up. How do I change this if I decide to fork the engine? I know it can obviously be done, because I've seen others do it but searching through the GZDoom PK3 I cannot seem to find anywhere that information is stored. 

 

If I choose to fork the engine I'd like to be able to give it its own distinct name so others can identify it as seperate from the original version it was based off of. Anyone know where the startup version information is stored?

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This kind of information is managed by gameinfo lump.

 

Do you really believe that everyone who is able to change the displayed name is in fact making a fork of gzdoom? :)

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4 hours ago, fekete said:

This kind of information is managed by gameinfo lump.

 

Do you really believe that everyone who is able to change the displayed name is in fact making a fork of gzdoom? :)

Well no, I guess people can very easily manipulate that and make it seem that way though. I in fact have changed some things which make it a bit different to the original and wanted to let people know. Sometimes these changes can affect other mods. 

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If you mean the version number of the actual engine itself, the version information is stored in the version.h source file.

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7 hours ago, MFG38 said:

If you mean the version number of the actual engine itself, the version information is stored in the version.h source file.

Where about would I find this source file? It's not in my gzdoom.pk3 or its folder that I can tell.

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8 hours ago, Cacodoomonic said:

Where about would I find this source file? It's not in my gzdoom.pk3 or its folder that I can tell.

 

You'll find it in the GZDoom source code, of which you can download a copy from its GitHub repository here:

https://github.com/ZDoom/gzdoom

The file is in the root of the src/ directory.

 

You mentioned forking the engine and giving it a distinct name, so I took that as a hint of you wanting to know where the version information is stored in the source code. And the kind of modification you want to do - unless I completely misunderstood your intentions - can't easily be done by editing a file in gzdoom.pk3. It involves a source code-level modification.

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Since you don't seem to know what version.h is or have the source code checked out (which you would need to build a new gzdoom.exe), I guess when you say that you have "changed some things" you mean that you've modified gzdoom.pk3. You don't want to do this; anything you can do through modifying gzdoom.pk3, you can also do in your own WAD/PK3 that you load with GZDoom. It's akin to modifying the IWAD when you could instead load a PWAD.

 

GZDoom is designed to be very moddable, so you can customize all sorts of behaviors, and even make standalone games, without touching gzdoom.exe or gzdoom.pk3. For example, in the Ashes: Afterglow standalone package, the AshesAfterglow.exe and gzdoom.pk3 files are actually unmodified GZDoom. The mod itself is in AshesAfterglow1_10.pk3; you can take that file and load it with your own copy of GZDoom (useful if you're on a non-Windows operating system or just want to use a newer version of GZDoom). It uses a GAMEINFO lump to set the title of the game window and splash screen; you could do the same for your mod.

Edited by Shepardus

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On 3/16/2024 at 8:35 AM, Shepardus said:

Since you don't seem to know what version.h is or have the source code checked out (which you would need to build a new gzdoom.exe), I guess when you say that you have "changed some things" you mean that you've modified gzdoom.pk3. You don't want to do this; anything you can do through modifying gzdoom.pk3, you can also do in your own WAD/PK3 that you load with GZDoom. It's akin to modifying the IWAD when you could instead load a PWAD.

 

GZDoom is designed to be very moddable, so you can customize all sorts of behaviors, and even make standalone games, without touching gzdoom.exe or gzdoom.pk3. For example, in the Ashes: Afterglow standalone package, the AshesAfterglow.exe and gzdoom.pk3 files are actually unmodified GZDoom. The mod itself is in AshesAfterglow1_10.pk3; you can take that file and load it with your own copy of GZDoom (useful if you're on a non-Windows operating system or just want to use a newer version of GZDoom). It uses a GAMEINFO lump to set the title of the game window and splash screen; you could do the same for your mod.

Oh wait, that's what I was looking for! Thank you. I DID modify the GZDOOM.PK3, which I thought was the only option since I could not find a single SRC code copy until it was linked to me above. Thanks to you both, I can now do this properly.

Edited by Cacodoomonic

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