![]() Doom II: copy DOOM2.WAD to the GZDoom folder, you'll end up with d:\games\gzdoom\DOOM2.WAD.Ultimate Doom: copy DOOM.WAD to the GZDoom folder, you'll end up with d:\games\gzdoom\DOOM.WAD.Doom shareware: unfortunately the shareware version of Doom doesn't support Brutal Doom.Copy the content of the downloaded zip file to a folder of choice, for example d:\games\gzdoomĪs with any other source port for games using the Doom engine, you need the Doom game files (WADs) to play the game.WAD extentions are omitted here):Ĭ:\Doom2\zdoom.exe -file doomhell coolweap newenemy dspistol. For example, if you have a new sound for the pistol, and you want to play DOOMHELL.WAD with it, first rename that sound file to dspistol.wav so ZDoom would recognize it, then add it in your command line, which should now look like (notice that the. This is useful when loading a wave sound or images without adding them into a WAD file. WAD extensions when loading a very large number of files.Īlso, it is possible to load files other than WAD files this way. Since the “Link to.” can only contain 255 characters, it is a good idea to omit the. The -file parameter will assume that, if a filename is missing the extension, that file is a WAD file. Put a space between the filenames.įor example, if you wanted to play a mod named doomhell.wad with additional patches coolweap.wad and newenemy.wad (yes, obviously the example lacks creativity), your command line should look like this:Ĭ:\Doom2\zdoom.exe -file doomhell.wad coolweap.wad newenemy.wad In this box, add the following commandline:Īnd so on, replacing the example with the names of the files of your choice. In the “Link to.” box, by default you should see: Then right-click on it, and go to “Properties”. To do this, first create a shortcut to zdoom.exe on the desktop, or anywhere that suits your needs. This is not technically autoloading and ZDoom will not detect it as such, so the -noautoload parameter will not affect it. This is a good method to use if you want to play many mods for ZDoom that consist of multiple files. Since this is mod-specific and not generalized, it is not affected by the -noautoload parameter. This can simplify loading multi-file mods and removes the need for custom shortcuts as explained below. It is possible with the LOAD property of the GAMEINFO lump to autoload several files in a precise order when loading a file containing such a lump. This method is not recommended by the developers due to people forgetting they have WADs in the skin directory and reporting bugs that are caused by them. ZDoom is capable of autoloading other files in from the skins directory but needs the file extension to be. Create a new subdirectory named “skins” under your ZDoom directory and put the WADs you want to autoload in there and they will be loaded the next time your run ZDoom. While it is possible to use it for other types of mods, doing so is discouraged. ![]() So if any content is loaded from the HexenDK.AutoLoad section that conflicts with the content loaded by the Hexen.AutoLoad section, the HexenDK content will take precedence. The more general sections are loaded first, followed by the game-specific sections. UrbanBrawl.Autoload – Action Doom 2: Urban Brawl.HexenDK.Autoload – Hexen: Deathkings of the Dark Citadel expansion.HexenDemo.Autoload – Hexen demo version.Hexen.Autoload – Hexen (including Deathkings of the Dark Citadel).Plutonia.Autoload – Final Doom: The Plutonia Experiment.TNT.Autoload – Final Doom: TNT Evilution.Doom1.Autoload – Doom 1 / Ultimate Doom.For example, if you wanted to load mods called skins.wad and xhairs.wad for Strife, you would add the following to the ini file:Ĭurrently, these Autoload sections are recognized: Under it you can add the WADs with “ Path= path and name of the file”. Edit zdoom.ini and search for the relevant “ ” section (where * is the name of the game).
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