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


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Just Downloaded the new uptade and Play Random is fixed. But play random many times picks mods that are not maps. Is there any way to filter which wads can be choosen by Play Random? The only way i found to fix this was to rate all my gameplay mods and leave the maps unrated and then select Play Random to only choose unrated wads. It would be nice to add a tag filter that excludes wads of a specific tag from the wads which Play Random can select.

Edited by Zeal

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  • 1 month later...

I don't know if this is a DSDA-Doom bug (reported that couple of weeks ago there) or a Doom Launcher bug, but I've had a couple of instances now where DoomLauncher hasn't saved statistics when I've completed a level. It's not a big deal (I keep my own Doom stats in excel :P) but it's always a slight disappointment to see stats go unsaved.

 

Indeed, I originally thought it was a DSDA-Doom issue, as the stats show funny negative percentages, but DoomLauncher saves kill/item/secret counts, not percentages, so I guess that shouldn't affect DoomLauncher anyway?

 

I'll attach a couple of example stats.txt's to illustrate the situation when the stats flip through the cracks.

 

three stats files not saved to DoomLauncher from DSDA-Doom021.zip

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7 hours ago, RHhe82 said:

I don't know if this is a DSDA-Doom bug (reported that couple of weeks ago there) or a Doom Launcher bug, but I've had a couple of instances now where DoomLauncher hasn't saved statistics when I've completed a level. It's not a big deal (I keep my own Doom stats in excel :P) but it's always a slight disappointment to see stats go unsaved.

 

Indeed, I originally thought it was a DSDA-Doom issue, as the stats show funny negative percentages, but DoomLauncher saves kill/item/secret counts, not percentages, so I guess that shouldn't affect DoomLauncher anyway?

 

I'll attach a couple of example stats.txt's to illustrate the situation when the stats flip through the cracks.

 

three stats files not saved to DoomLauncher from DSDA-Doom021.zip


It's probably the negative percentages breaking it. Doom Launcher follows a regular expression pattern for parsing stat files and the minus sign is likely causing it to fail. I also wonder how the code is giving back a negative percentage, that's strange.

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Hello,

I am currently getting an unhandled exception "Out of Memory" error. It started after I tried adding a pk3 to create custom FinalDoomer loadouts, but that may be a coincidence, since I removed that pk3 and the error persists. My pc has 26GB free still, so I don't believe that is the problem. I haven't tried uninstalling yet, since I'm hoping to learn something from this. Let me know what info would be helpful and I will provide it.

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12 hours ago, robocop said:

Hello,

I am currently getting an unhandled exception "Out of Memory" error. It started after I tried adding a pk3 to create custom FinalDoomer loadouts, but that may be a coincidence, since I removed that pk3 and the error persists. My pc has 26GB free still, so I don't believe that is the problem. I haven't tried uninstalling yet, since I'm hoping to learn something from this. Let me know what info would be helpful and I will provide it. 


First thing would be to post the exception with all data, this should include the call stack so I have an idea where the problem lies. I may additionally need any file(s) you using and the steps to what you are doing to reproduce the problem.

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4 hours ago, hobomaster22 said:


First thing would be to post the exception with all data, this should include the call stack so I have an idea where the problem lies. I may additionally need any file(s) you using and the steps to what you are doing to reproduce the problem.

 

I start by clicking on the Doomlauncher shortcut or application. Doomlauncher starts, but I shortly get this in a popup.

 

"Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.

 

Out of memory."

 

Some more detail in case it's helpful:

 

If I click continue, I can still access some of my tiles. Whichever ones happen to be at the top of my Recent or Local tab. For example, One Tile still displays my Eviternity Screenshot, and I can still use it to run Eviternity with all my saved settings and preferred mods. However I no longer have a scroll bar to navigate to other tabs. Also, my custom tabs (mods, WADs, Needs Work) are all empty of tiles. 

 

Here are the details from my popup. Let me know if I missed something. Thanks for helping, and thanks for DoomLauncher!

 

Quote

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

************** Exception Text **************
System.OutOfMemoryException: Out of memory.
   at System.Drawing.Image.FromFile(String filename, Boolean useEmbeddedColorManagement)
   at DoomLauncher.ThumbnailManager.CreateThumbnail(IFileData screenshot)
   at DoomLauncher.ThumbnailManager.GetOrCreateThumbnail(IGameFile gameFile, IEnumerable`1 screenshots, IEnumerable`1 thumbnails)
   at DoomLauncher.GameFileTileViewControl.SetTileData(GameFileTileBase tile, IGameFile gameFile, IEnumerable`1 screenshots, IEnumerable`1 thumbnails, IEnumerable`1 tags, Boolean forceRefresh)
   at DoomLauncher.GameFileTileViewControl.SetLayout(List`1 gameFiles, IEnumerable`1 screenshots, IEnumerable`1 thumbnails)
   at DoomLauncher.GameFileTileViewControl.SetPageData(Int32 pageIndex, Boolean dataChange)
   at DoomLauncher.GameFileTileViewControl.SetData(IEnumerable`1 gameFiles)
   at DoomLauncher.GameFileTileViewControl.set_DataSource(IEnumerable`1 value)
   at DoomLauncher.BasicTabViewCtrl.SetDataSource(IEnumerable`1 gameFiles)
   at DoomLauncher.BasicTabViewCtrl.SetGameFiles()
   at DoomLauncher.MainForm.UpdateLocalTabData(ITabView tab)
   at DoomLauncher.MainForm.UpdateLocal()
   at DoomLauncher.MainForm.<HandleLoad>d__158.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
   at System.Runtime.CompilerServices.AsyncMethodBuilderCore.<>c.<ThrowAsync>b__6_0(Object state)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4420.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
DoomLauncher
    Assembly Version: 3.3.0.0
    Win32 Version: 3.3.0.0
    CodeBase: file:///C:/Users/Hucklebadger/Desktop/New%20folder/D00M/00%20Launch/DoomLauncher/DoomLauncher.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4400.0 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: 4.8.4360.0 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: 4.8.4390.0 built by: NET48REL1LAST_C
    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: 4.8.4455.0 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:/Users/Hucklebadger/Desktop/New%20folder/D00M/00%20Launch/DoomLauncher/CheckBoxComboBox.DLL
----------------------------------------
System.Data
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4455.0 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:/Users/Hucklebadger/Desktop/New%20folder/D00M/00%20Launch/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:/Users/Hucklebadger/Desktop/New%20folder/D00M/00%20Launch/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: 4.8.4420.0 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: 1.4.7749.21474
    Win32 Version: 1.4.1.0
    CodeBase: file:///C:/Users/Hucklebadger/Desktop/New%20folder/D00M/00%20Launch/DoomLauncher/Equin.ApplicationFramework.BindingListView.DLL
----------------------------------------
Accessibility
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4084.0 built by: NET48REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.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 12/12/2021 at 12:25 PM, robocop said:

 

I start by clicking on the Doomlauncher shortcut or application. Doomlauncher starts, but I shortly get this in a popup.

 

"Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.

 

Out of memory."

 

Some more detail in case it's helpful:

 

If I click continue, I can still access some of my tiles. Whichever ones happen to be at the top of my Recent or Local tab. For example, One Tile still displays my Eviternity Screenshot, and I can still use it to run Eviternity with all my saved settings and preferred mods. However I no longer have a scroll bar to navigate to other tabs. Also, my custom tabs (mods, WADs, Needs Work) are all empty of tiles. 

 

Here are the details from my popup. Let me know if I missed something. Thanks for helping, and thanks for DoomLauncher! 

 

 

 


Can you try this build? I think I found the issue. Keep in mind this is a development build and has other changes in it as well.

https://ci.appveyor.com/project/hobomaster22/doomlauncher/builds/41944626/artifacts

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I got the same error right away, but I was also trying to install it in the same place as my old Doom Launcher. I probably need to redo my file management. I'll let you know how it goes when I find the time. Thanks, I'll hopefully be back in early January.

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So I've tried running this again with the latest version of GZDoom 4.7.1, just downloaded today, and although I've set the Alt. Save Directory to the arbitrary folder created by this recent update, I'm still unable to get Doom Launcher to generate any statistics. I've made sure Save Statistics is checked, and tried playing both Doom II and TNT's first maps to check to see if it was only for a particular file, but still no luck. I'm not sure what else to try? I know megawads sooner or later are probably going to demand 4.7 and beyond, but if this is the new save path format, I can't say I'm pleased with the change.

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1 hour ago, 666shooter said:

So I've tried running this again with the latest version of GZDoom 4.7.1, just downloaded today, and although I've set the Alt. Save Directory to the arbitrary folder created by this recent update, I'm still unable to get Doom Launcher to generate any statistics. I've made sure Save Statistics is checked, and tried playing both Doom II and TNT's first maps to check to see if it was only for a particular file, but still no luck. I'm not sure what else to try? I know megawads sooner or later are probably going to demand 4.7 and beyond, but if this is the new save path format, I can't say I'm pleased with the change.

GZDoom is always the problem child. I will take a look to see what is going on this weekend. Thanks for letting me know. 

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5 hours ago, hobomaster22 said:

GZDoom is always the problem child. I will take a look to see what is going on this weekend. Thanks for letting me know. 

No, thank you for taking the time to look into this issue for me. I really appreciate your support of this launcher; its a really nice program and ever since I got it set up I use it to run just about everything.

Perhaps on a related note, I'm able to launch most mods using the zip file and manage individual files within a zip just fine using the "select individual files" feature (as I was launching HXRTC Project Golden Edition earlier this afternoon, which has a lot of separate adds on and features in its zip), but I am not able to get Project Brutality 3 running at all when I use Doom Launcher. I've tried managing individual files to see if there is something unchecked, but everything seems to be in order? Do you know what might be causing that issue?

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12 hours ago, 666shooter said:

No, thank you for taking the time to look into this issue for me. I really appreciate your support of this launcher; its a really nice program and ever since I got it set up I use it to run just about everything.

Perhaps on a related note, I'm able to launch most mods using the zip file and manage individual files within a zip just fine using the "select individual files" feature (as I was launching HXRTC Project Golden Edition earlier this afternoon, which has a lot of separate adds on and features in its zip), but I am not able to get Project Brutality 3 running at all when I use Doom Launcher. I've tried managing individual files to see if there is something unchecked, but everything seems to be in order? Do you know what might be causing that issue?

Do you have a link to download?

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1 hour ago, hobomaster22 said:

Do you have a link to download?

https://zdoom.org/downloads

 

And for PB3, I always use the most recent:

https://github.com/pa1nki113r/Project_Brutality

 

That build shows yesterday, but I've had this problem ever since I tried to launch it with DL, so I would be amazed if it had been suddenly corrected over a week or a month. Launches right into unmodded old-fashioned Doom II when I select the zip. Interestingly, if you read the Running instructions per the website, it says to just use the zip folder itself, which I always thought would make it doubly-compatible with DL since it also likes to use full zipped folders, instead of less so. 

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8 minutes ago, 666shooter said:

https://zdoom.org/downloads

 

And for PB3, I always use the most recent:

https://github.com/pa1nki113r/Project_Brutality

 

That build shows yesterday, but I've had this problem ever since I tried to launch it with DL, so I would be amazed if it had been suddenly corrected over a week or a month. Launches right into unmodded old-fashioned Doom II when I select the zip. Interestingly, if you read the Running instructions per the website, it says to just use the zip folder itself, which I always thought would make it doubly-compatible with DL since it also likes to use full zipped folders, instead of less so. 

Thanks. I can check it soon. Zip is a special extension check for Doom Launcher. Renaming to pk3 might solve the issue. 

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42 minutes ago, hobomaster22 said:

Thanks. I can check it soon. Zip is a special extension check for Doom Launcher. Renaming to pk3 might solve the issue. 

No change from the .zip to .pk3 for the file name, unfortunately. Still runs just Doom II, with a "missing textures" style background on the start screen.

One other question: I seem to have inadvertently set a universal launch parameter to include Beautiful Doom as a file whenever I select a Wad (or anything else) for the first time. Is that setting managed from the launcher pop-up window or elsewhere?

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19 hours ago, 666shooter said:

No change from the .zip to .pk3 for the file name, unfortunately. Still runs just Doom II, with a "missing textures" style background on the start screen.

One other question: I seem to have inadvertently set a universal launch parameter to include Beautiful Doom as a file whenever I select a Wad (or anything else) for the first time. Is that setting managed from the launcher pop-up window or elsewhere?

It was either added as additional file to the source port, or the IWAD (probably doom2.wad).

I tested GZDoom 4.7.1 and it wrote the savegame files to the current directory by default and Doom Launcher was able to parse them. When I run save_dir in the console it says it is default.

I also tested Project Brutality 3 by pulling on the files from git, adding them to a zip file and renaming to pk3 before adding to Doom Launcher it runs fine with GZDoom 4.7.1 as well. I tested both adding as managed and unmanaged. Can you check the launch parameters by clicking Show next to Preview Launch Parameters? It's a straightforward parameter like (-file "yourfilepath\projectbrutality.pk3"). This should be essentially the same as running it with GZDoom directly.

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14 hours ago, hobomaster22 said:

It was either added as additional file to the source port, or the IWAD (probably doom2.wad).

I tested GZDoom 4.7.1 and it wrote the savegame files to the current directory by default and Doom Launcher was able to parse them. When I run save_dir in the console it says it is default.

I also tested Project Brutality 3 by pulling on the files from git, adding them to a zip file and renaming to pk3 before adding to Doom Launcher it runs fine with GZDoom 4.7.1 as well. I tested both adding as managed and unmanaged. Can you check the launch parameters by clicking Show next to Preview Launch Parameters? It's a straightforward parameter like (-file "yourfilepath\projectbrutality.pk3"). This should be essentially the same as running it with GZDoom directly.

Well, thank you for your help. I managed to solve the first problem. It appears it was an add-on to the Doom II iwad after all.

Unfortunately, the other two issues continue to seem insurmountable.

Save games are magically placed into their own folder titled, "Saved Games" under a My PC designation. I have no idea why this started happening with GZDoom 4.7 and beyond, but even with the Alt. Save specified, I cannot get DL to read them. I did check using the console command as instructed, and much more baffling, it does in fact show "default ("")". I am convinced this is probably more of an issue with GZDoom 4.7 than with DL as 4.5 and 4.6 never decided to save wherever they wanted, and put my saves in the GZDoom folder where Doom Launcher can easily locate them. 

I am not having the same results even after extracting all files twice and re-zipping the new folder to ensure it wasn't an issue with the first extraction when trying to launch Project Brutality 3. After previewing Launch Parameters and Selecting All (approximately 95,000 files of the mess that is that mod-in-progress), the Launcher crashed repeatedly with Not Responding before giving me an error stating it "failed to execute the source port process". This occurs both with 4.6 and 4.7.1 unfortunately.

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9 hours ago, 666shooter said:

Well, thank you for your help. I managed to solve the first problem. It appears it was an add-on to the Doom II iwad after all.

Unfortunately, the other two issues continue to seem insurmountable.

Save games are magically placed into their own folder titled, "Saved Games" under a My PC designation. I have no idea why this started happening with GZDoom 4.7 and beyond, but even with the Alt. Save specified, I cannot get DL to read them. I did check using the console command as instructed, and much more baffling, it does in fact show "default ("")". I am convinced this is probably more of an issue with GZDoom 4.7 than with DL as 4.5 and 4.6 never decided to save wherever they wanted, and put my saves in the GZDoom folder where Doom Launcher can easily locate them. 

I am not having the same results even after extracting all files twice and re-zipping the new folder to ensure it wasn't an issue with the first extraction when trying to launch Project Brutality 3. After previewing Launch Parameters and Selecting All (approximately 95,000 files of the mess that is that mod-in-progress), the Launcher crashed repeatedly with Not Responding before giving me an error stating it "failed to execute the source port process". This occurs both with 4.6 and 4.7.1 unfortunately. 

OK, if you see 95,000 files then there is a problem.This means it was added when it still had the zip extension, which Doom Launcher treats differently. Make sure your existing Project Brutality 3 is completed deleted from Doom Launcher. Zip the Project Brutality 3 folder and change the extension to .pk3. Adding the pk3 to Doom Launcher should resolve it as it will will only be launched with GZDoom with a single -file option. I will think about how to add a sanity check for these kinds of cases so the user gets a warning when adding a zip file containing a lot of entries.

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10 hours ago, hobomaster22 said:

OK, if you see 95,000 files then there is a problem.This means it was added when it still had the zip extension, which Doom Launcher treats differently. Make sure your existing Project Brutality 3 is completed deleted from Doom Launcher. Zip the Project Brutality 3 folder and change the extension to .pk3. Adding the pk3 to Doom Launcher should resolve it as it will will only be launched with GZDoom with a single -file option. I will think about how to add a sanity check for these kinds of cases so the user gets a warning when adding a zip file containing a lot of entries.

I have changed the extension name to .pk3 multiple times after compressing to zip, but for some reason it still is being read as a zip file? It continues to show as .pk3.zip when loaded into DL. It does not want to change the file type with the rename, even when I am making sure there are no spaces. I'm sorry.

Edited by 666shooter

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14 minutes ago, 666shooter said:

I have changed the extension name to .pk3 multiple times after compressing to zip, but for some reason it still is being read as a zip file? It continues to show as .pk3.zip when loaded into DL. It does not want to change the file type with the rename, even when I am making sure there are no spaces. I'm sorry.

Did you delete it from Doom Launcher first?

 

Edit: just noticed the pk3.zip thing. You have to show all file extensions on Windows. https://www.google.com/amp/s/www.techadvisor.com/how-to/windows/windows-10-file-extensions-3697651/%3famp

 

Edited by hobomaster22

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27 minutes ago, hobomaster22 said:

Did you delete it from Doom Launcher first?

 

Edit: just noticed the pk3.zip thing. You have to show all file extensions on Windows. https://www.google.com/amp/s/www.techadvisor.com/how-to/windows/windows-10-file-extensions-3697651/%3famp

 

Thank you! That was actually exactly what I needed, since Windows 11... whatever os this is up to now... does indeed do that by default. Now I just have to wait for an updated version without silly Christmas decorations everywhere, ha ha. Where's DBP 7?

I wonder if default settings could be related to the issue I'm having with the file directory being separate from what should act as the "default" (i.e. within a Saves folder inside of GZDoom 4.7, as 4.6 and 4.5 have done), and it appears to be doing for you correctly? Any ideas on how to fix that? And thank you for all your help with these problems. If GOG was this supportive for Soldier of Fortune, I would probably have that running by now as well.

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I'm huge Doom Launcher fan @hobomaster22 I have a feature request. I wish there was a way to add shortcuts to exes so I could see them in the same list as the pwads. That way I can select Ashes 2063 or Project Osiris etc etc from within Doom Launcher. Hopefully you think this fits within DL.

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On 12/19/2021 at 6:12 AM, hobomaster22 said:


Can you try this build? I think I found the issue. Keep in mind this is a development build and has other changes in it as well.

https://ci.appveyor.com/project/hobomaster22/doomlauncher/builds/41944626/artifacts

Hi again,

 

I deleted everything in my Doomlauncher folder, tried the new build, and it worked for a time. But eventually I got the same error. Again caused by adding a file the Launcher found offensive. I was hoping that in the new build all I would have to do is quite the application, remove the offending file and be done with it. Alas, the error persists in the absence of the offending file. It suspect the only fix is to start from scratch again.

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1 hour ago, robocop said:

Hi again,

 

I deleted everything in my Doomlauncher folder, tried the new build, and it worked for a time. But eventually I got the same error. Again caused by adding a file the Launcher found offensive. I was hoping that in the new build all I would have to do is quite the application, remove the offending file and be done with it. Alas, the error persists in the absence of the offending file. It suspect the only fix is to start from scratch again.

 Can you link me to the file so I can take a look?

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9 minutes ago, hobomaster22 said:

 Can you link me to the file so I can take a look?

I deleted it from my PC, but it was a WAD file from here https://www.doomworld.com/idgames/graphics/sprfix19

 

A different file from the one that caused the error the first time. I don't have the technical language or knowhow to describe this properly, but as far as I can tell DoomLauncher seemes to "remember" certain errors after the problem that caused them has been removed, and after the program has been closed and restarted.

 

I've only seen one other person report a similar issue, although I'm having trouble finding the post now. I'll look again later.  Thanks again HoboMaster.

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16 hours ago, robocop said:

I deleted it from my PC, but it was a WAD file from here https://www.doomworld.com/idgames/graphics/sprfix19

 

A different file from the one that caused the error the first time. I don't have the technical language or knowhow to describe this properly, but as far as I can tell DoomLauncher seemes to "remember" certain errors after the problem that caused them has been removed, and after the program has been closed and restarted.

 

I've only seen one other person report a similar issue, although I'm having trouble finding the post now. I'll look again later.  Thanks again HoboMaster.

 

I went back and looked at the original issue you posted. The problem is happening because it's trying to create a thumbnail of a larger screenshot that has been saved. It doesn't really have anything to do with the specific file. It always happens because it detects the thumbnail doesn't exist on startup and is always trying to create it. This build should attempt to catch that problem, and writes the problem to errorlog.txt in the Doom Launcher directory. This build should prevent the hard crash (hopefully). If it does can you check if it writes errorlog.txt and post it here along with the image it is trying to read? (The path to the image is the first line in errorlog.txt)

https://ci.appveyor.com/project/hobomaster22/doomlauncher/builds/42049053/artifacts

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2 hours ago, hobomaster22 said:

 

I went back and looked at the original issue you posted. The problem is happening because it's trying to create a thumbnail of a larger screenshot that has been saved. It doesn't really have anything to do with the specific file. It always happens because it detects the thumbnail doesn't exist on startup and is always trying to create it. This build should attempt to catch that problem, and writes the problem to errorlog.txt in the Doom Launcher directory. This build should prevent the hard crash (hopefully). If it does can you check if it writes errorlog.txt and post it here along with the image it is trying to read? (The path to the image is the first line in errorlog.txt)

https://ci.appveyor.com/project/hobomaster22/doomlauncher/builds/42049053/artifacts

You are a real cool dude. I'm not at the right computer now, but I will for sure try this out soon. Win or lose I'll check the error log. 

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  • 2 weeks later...

This program is what I've been looking for. It's deep, graphic-y and most importantly to me: tracks stats. Incredible. Thank you hobomaster22 for making and maintaining it, for real.

 

On to my annoying question...

 

How are people handling Wadsmoosh with this? That utility spits out a doom_complete.pk3 that as most people know, consolidates all the iWads together. Since it's a pk3, I'm not able to add it with this program as an iWad. I CAN add it manually, sort of (by enabling All Files), but I don't think Doom Launcher likes it too much. It doesn't save stats, and the Map drop down doesn't have any maps populated. Manually entered map info (i.e. MAP01) yields an error 'a map must be selected' upon launch.

 

The game will start (and with mods) if I de-select the Map checkbox.

 

Anyway, there's probably an obvious solution to this as no one has mentioned having an issue yet, and I'm still a noob. I read through almost of the replies to this thread, and searched for an answer to no avail.

 

Thank you in advance for any help here.

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9 hours ago, SaucepanSF said:

This program is what I've been looking for. It's deep, graphic-y and most importantly to me: tracks stats. Incredible. Thank you hobomaster22 for making and maintaining it, for real.

 

On to my annoying question...

 

How are people handling Wadsmoosh with this? That utility spits out a doom_complete.pk3 that as most people know, consolidates all the iWads together. Since it's a pk3, I'm not able to add it with this program as an iWad. I CAN add it manually, sort of (by enabling All Files), but I don't think Doom Launcher likes it too much. It doesn't save stats, and the Map drop down doesn't have any maps populated. Manually entered map info (i.e. MAP01) yields an error 'a map must be selected' upon launch. 

 

The game will start (and with mods) if I de-select the Map checkbox.

 

Anyway, there's probably an obvious solution to this as no one has mentioned having an issue yet, and I'm still a noob. I read through almost of the replies to this thread, and searched for an answer to no avail.

 

Thank you in advance for any help here.

 

Thanks for posting. It currently isn't reading the maps because Doom Launcher doesn't support the include directive for mapinfo. I will add this in the next update, doesn't look terribly difficult. This also doesn't prevent statistics from saving, that may be a separate issue. I ran it myself and here is Doom 2 MAP01 and Plutonia MAP01 using GZDoom:

image.png.214c2eea9cfb57b8e6ffe5b8f9328d7b.png

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  • 2 weeks later...

This one has been long overdue, but here is the 3.4.0 release:

https://github.com/nstlaurent/DoomLauncher/releases/tag/3.4.0

 

This includes a major update to the SQLite library. This posed quite a few issues for Doom Launcher given how it referenced SQLite when it was first created. I believe I worked out all the kinks between the installer and manual package but there could be some unforeseen issues depending on your machine's setup.

 

Parse mapinfo include directives to get all maps for archives (e.g. Doom Complete).
Update DSDA Doom to use levelstat instead of removed statdump.
Dispose image memory when creating thumbnails.
Update Chocolate Doom statistics reader to check for negative percentages.
Updated SQLite, Octokit and Newtonsoft.Json libraries.
Fixed concurrency issue with picture loading.
Fixed some dpi scaling issues with statistic bars.
Added From Doom with Love source port.

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