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Are you really sure that you are editing the right ini file?
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korell: Okay, I tested it using a path with spaces and it works just fine, as I'd expect for a modern piece of software such as GZDoom. My Doom autoload in my ini was set as follows:

[Doom.Autoload]
Path=E:/GOG Doom/Doom2/DoomMetalVol4.wad

And it ran just fine, loading the WAD file and playing the music.

EDIT:
Now I've tested it using backslashes instead of forward slashes and that works fine too.

[Doom.Autoload]
Path=E:\GOG Doom\Doom2\DoomMetalVol4.wad

EDIT:
I'd say, try it as you did before, using an autoload in the ini file like I've done above, and when the game loads up bring up the console (the key to the left of the 1 key, above TAB) and scroll it all the way to the top. It shows you there the loading of all the WADs and PK3s in the order they were loaded. See if the DoomMetalVol4.wad file is referenced there and whether it actually loaded.
You're right: it isn't loading. I haven't tried forward slashes yet, but I'm not sure it will make a difference.

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mk47at: Are you really sure that you are editing the right ini file?
I've done it for both gzdoom.ini and zdoom.ini to be safe in all my attempts and it hasn't worked for both of them.
Attachments:
Post edited March 02, 2017 by darkredshift
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darkredshift: I've done it for both gzdoom.ini and zdoom.ini to be safe in all my attempts and it hasn't worked for both of them.
Perhaps they are old files and new ones have been created at another location… it's the only cause of the problem I can think of at the moment.

Can you test that? Move them to another location and check if they get recreated at the next start of gzdoom?

Edit: Yes, that should be the reason. According to the source code, the ini is stored somewhere in %APPDATA% unless there is a gzdoom_portable.ini in the exe directory.
Post edited March 02, 2017 by mk47at
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darkredshift: I've done it for both gzdoom.ini and zdoom.ini to be safe in all my attempts and it hasn't worked for both of them.
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mk47at: Perhaps they are old files and new ones have been created at another location… it's the only cause of the problem I can think of at the moment.

Can you test that? Move them to another location and check if they get recreated at the next start of gzdoom?

Edit: Yes, that should be the reason. According to the source code, the ini is stored somewhere in %APPDATA% unless there is a gzdoom_portable.ini in the exe directory.
There's no portable.ini as far as I can see, and I found nothing when searching the AppData folder.
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mk47at: Perhaps they are old files and new ones have been created at another location… it's the only cause of the problem I can think of at the moment.

Can you test that? Move them to another location and check if they get recreated at the next start of gzdoom?

Edit: Yes, that should be the reason. According to the source code, the ini is stored somewhere in %APPDATA% unless there is a gzdoom_portable.ini in the exe directory.
Hmm, that's weird. Using the latest dev version (2.4pre-720), on a fresh extract from the archive and running it, the ini is created in the GZDoom folder where I've extracted it to, it doesn't create it in %APPDATA%, and this is the behaviour I've always seen with GZDoom.

EDIT: So it looks like it always does the construct "$PROGDIR/zdoom-$USER.ini part of that code, as that's the ini that gets created for me when running from a fresh extract of GZDoom. Well, gzdoom-%USER.ini, anyway.

Thing is, to manage my many mods I have separate ini files for each mod (for customizing settings and controls for the different mods) so I call the relevant ini file via the command line, all done in .bat files, so I always know exactly what ini file is being used.

So for darkredshift's issue I think we'll have to get a full set of details on where the files are stored (both for GZDoom, the IWAD files and the music mod file), whether GZDoom.exe is being called just by double-clicking on it or using a shortcut or batch file with launch parameters (and what launch parameters if applicable), along with the details of the ini file, so that we can mirror his setup and see what is going on.
Post edited March 03, 2017 by korell
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korell:
You're right. Sorry. I should have checked UseKnownFolders() that checks if the directory that contains the exe is writable. If it is, it prefers that folder.

Okay. Any other ideas?
Hold on, it looks like the path he's used in his ini file is incorrect. The first post with the screenshot of the ini taken in Notepad++ gives the path as:

D:\Programs\GOG Doom\DOOM2\doom2\DoomMetalVol4.wad

However, if we take a look at the GZDoom console screenshot we can see that the path is different. There is a space in the first DOOM 2 folder. So it should be:

D:\Programs\GOG Doom\DOOM 2\doom2\DoomMetalVol4.wad
Post edited March 03, 2017 by korell
Oh. And we both suggested using relative paths.
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mk47at: Btw. No Rest for the Living does work with the normal doom2.wad. Although I have the bfg edition wad, I never use it.
I actually use the normal doom2.wad, then have both NRFTL and the master levels addons (using the Unofficial Master Levels For Doom 2 Patcher For ZDoom v1.2 to merge the master levels into a single episode) as PWADs, so that all three show up as episodes for selection (as they all use different episode numbers).

The Doom Wiki mentions a number of changes to Doom and Doom 2 when using the BFG Edition version of these IWADs.

[url=https://doomwiki.org/wiki/Doom_3:_BFG_Edition#Differences_with_Doom_and_Doom_2]https://doomwiki.org/wiki/Doom_3:_BFG_Edition#Differences_with_Doom_and_Doom_2[/url]
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mk47at: Oh. And we both suggested using relative paths.
Yep, so much simpler that way, provided all of the data files and addon files are reasonably located relative to the gzdoom.exe. Personally, I have one GZDoom installation with all my configs, saves, addons, etc. in subfolders and reference them relatively. Though with his files in the GOG installation folder, he would still have to use the spaces in the full path. Such as:

Path=..\GOG Doom\DOOM 2\doom2\DoomMetalVol4.wad

assuming he has his GZDoom folder alongside his GOG Doom folder.
Post edited March 03, 2017 by korell
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korell: I actually use the normal doom2.wad, then have both NRFTL and the master levels addons (using the Unofficial Master Levels For Doom 2 Patcher For ZDoom v1.2 to merge the master levels into a single episode) as PWADs, so that all three show up as episodes for selection (as they all use different episode numbers).

The Doom Wiki mentions a number of changes to Doom and Doom 2 when using the BFG Edition version of these IWADs.

[url=https://doomwiki.org/wiki/Doom_3:_BFG_Edition#Differences_with_Doom_and_Doom_2]https://doomwiki.org/wiki/Doom_3:_BFG_Edition#Differences_with_Doom_and_Doom_2[/url]
I've used Braden's master level patch in the past, but switched to WadSmoosh by JPL.

Most of these changes concern the source port integrated with the BFG edition. The pill graphics are the only changes to doom.wad. In addition to that doom2.wad features the butchered secret levels and the missing TITLEPIC. The changes to Doom 2 are horrible. Very lackluster. I've seen suggestions by someone from the Doom community to change the swastica the same way it was changed in E1M4. That would have been a clever and funny way to censor the game…


Edit: Found the post by NeuralStunner.
Post edited March 03, 2017 by mk47at
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mk47at: I've used Braden's master level patch in the past, but switched to WadSmoosh by JPL.

Most of these changes concern the source port integrated with the BFG edition. The pill graphics are the only changes to doom.wad. In addition to that doom2.wad features the butchered secret levels and the missing TITLEPIC. The changes to Doom 2 are horrible. Very lackluster. I've seen suggestions by someone from the Doom community to change the swastica the same way it was changed in E1M4. That would have been a clever and funny way to censor the game…

Edit: Found the post by NeuralStunner.
Wow, I never noticed that that particular part of E1M4 was a mutated swastica. Just read about it on the Doom Wiki.

Out of interest, why did you switch to WadSmoosh over the master levels patch?
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korell: Out of interest, why did you switch to WadSmoosh over the master levels patch?
It's a nice all-in-one solution. You get one new iwad that can play all doom episodes, doom 2, tnt, plutonia, nerve and the master levels.It even supports both xbox secret levels if you want to include them – I don't.
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mk47at: Perhaps they are old files and new ones have been created at another location… it's the only cause of the problem I can think of at the moment.

Can you test that? Move them to another location and check if they get recreated at the next start of gzdoom?

Edit: Yes, that should be the reason. According to the source code, the ini is stored somewhere in %APPDATA% unless there is a gzdoom_portable.ini in the exe directory.
avatar
korell: Hmm, that's weird. Using the latest dev version (2.4pre-720), on a fresh extract from the archive and running it, the ini is created in the GZDoom folder where I've extracted it to, it doesn't create it in %APPDATA%, and this is the behaviour I've always seen with GZDoom.

EDIT: So it looks like it always does the construct "$PROGDIR/zdoom-$USER.ini part of that code, as that's the ini that gets created for me when running from a fresh extract of GZDoom. Well, gzdoom-%USER.ini, anyway.

Thing is, to manage my many mods I have separate ini files for each mod (for customizing settings and controls for the different mods) so I call the relevant ini file via the command line, all done in .bat files, so I always know exactly what ini file is being used.

So for darkredshift's issue I think we'll have to get a full set of details on where the files are stored (both for GZDoom, the IWAD files and the music mod file), whether GZDoom.exe is being called just by double-clicking on it or using a shortcut or batch file with launch parameters (and what launch parameters if applicable), along with the details of the ini file, so that we can mirror his setup and see what is going on.
I'll gladly say.

All of my GZ Doom files are kept in both the GZ Doom folder sans level WADS, and my Doom, Doom 2, both Final Doom WAD folders, and my BFG wads folder (for the Doom 2 expansion). I use Brutal Doom in GZ Doom via a shortcut on the desktop for the Brutalv20b.PK3 in the Doom 2 folder and I set PK3 files to be able to be opened with GZ Doom.

All major Doom WADS have a Skins folder for the BD HUD which loads fine. The metal WAD didn't used to need the skins folder to run, but it does now. The Metal WAD only seemed to start acting up after I used SLADE on Brutal Doom to fix the error launching problem I spoke of in another topic. The music mod file is used in the Doom 2 folder and it is that skins folder I put it in. When I gave the code in the ini files stating to take it from the Doom 2 folder, I moved it out of the skins one via cut and paste.

When my attempts at fixing it on my own and via this help proved fruitless, I moved it back so I could at lest have it work until I found a better solution.

All of those folders are in Programs on the D Drive.
Post edited March 03, 2017 by darkredshift
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darkredshift: ...
Did you see the post about where I mentioned your path was incorrect? The path in your ini file has no space in the DOOM2 folder, but the screenshot of GZDoom's console shows that there is a space, as in DOOM 2. That will be the cause of the problem.
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darkredshift: ...
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korell: Did you see the post about where I mentioned your path was incorrect? The path in your ini file has no space in the DOOM2 folder, but the screenshot of GZDoom's console shows that there is a space, as in DOOM 2. That will be the cause of the problem.
That's it. That's the problem. I can't change the solution from the post about the Skins folder to your post, but I can at least up vote it. :)

Thanks.

I must have mistyped it because the characters in my File Explorer URL are so close together, I couldn't tell there was a space.
Post edited March 04, 2017 by darkredshift