There is a template for Linux and Windows. The Linux shell script does not need to have an extension (*.sh
) but can. Note that it will automatically omit the inclusion of the extension if kept when it comes to setting variables for the names of directories used.
Any sourceport can be used for the <Engine>
parameter, though these templates were designed primarily around GZDoom (use flatpak run org.zdoom.GZDoom
for the FlatPak of GZDoom.). Paths for the engine, mods, saves, screenshots, settings, and WADs are predetermined but can be changed if desired by replacing my variables ($modloader
for Linux, %~dp0
for Windows) with fixed string values. Included are four template configuration files, but it is advised to make your own or to at least check the samples. These are configured for a 1080p monitor, no texture filtering, and many other options. Define which type of input to use from the samples provided in the check loop for the ZDoom (<Type>).ini
value, simply use the name of one of the samples here. Once an engine, WAD, and mods are defined, simply save the modified file as a new file with a new name, ideally based on whatever WAD and/or mods were used. A special variable is used in each script that reads and sets the name of the script file as variables in the script, this is so it is easier to compartmentalize different WADs and mods from one another and to avoid configuration conflicts.
By default, the +screenblocks 11
flag is used, this will automatically set scaling for the HUD as well as other elements of a given WAD or mod but is optional. When declaring multiple mods, the -file
flag only needs to be used once. E.G.: -file ".\Mods\Mod 1" ".\Mods\Mod 2" ".\Mods\Mod 3"
etc....