- An XML wiht metadata and launching instructions must be configured.
- Support PrBoom+ and Chocolate Doom (and ZDoom?).
- Generates fanart automatically from level structure.
- First approach will draw lines only.
- Second approach will draw floor textures to sectors.
- Scans levels inside a PWAD and generates a JPG poster with this information.
- PWAD information (for Doom, Doom2, list of levels) can be draw on a poster JPG instead of using labels or tags. Launcher XML will have a tag to be filed with information from the README that comes with the PWAD.
- Generic icons for IWADs, Doom MegaWADs, Doom II MegaWADs, Doom Levels and Doom II Levels.
IWAD | Doom (standalone launcher) IWAD | Doom II (standalone launcher) IWAD | The Ultimate Doom (standalone launcher) IWAD | TNT Evilution (standalone launcher) IWAD | TNT Plutonia (standalone launcher) IWAD | No rest for the living (standalone launcher) Directory | The Master Levels Directory | [Filesystem browse ... ] Directory | [Category browse ... ] Directory | [MegaWADs ... ] Directory | [Single level WADs ... ] Directory | [Multilevel WADs ... ]
~/Doom/doom.wad
~/Doom/doom2.wad
~/Doom/nerve.wad
~/Doom/plutonia.wad
~/Doom/tnt.wad
~/Doom/masterlevels/xxxx.wad
...
~/Doom/doom1-megawads/
~/Doom/doom2-megawads/
~/Doom/doom1-levels/
~/Doom/doom1-levels/simple.wad
~/Doom/doom1-levels/simple.txt
~/Doom/doom1-levels/complex_wad/complex_wad.wad
~/Doom/doom1-levels/complex_wad/complex_wad.deh
~/Doom/doom1-levels/complex_wad/complex_wad.txt
~/Doom/doom2-levels/
~/Doom/unsorted/
- MegaWADs/Level WADs can be placed on the root directory or in subdirectories. Scan is recursive.
-
Generated by ADL scanner so user can know what's in the WAD.
-
example.wad -> example.nfo
-
Genre/Category defines the kind of WAD. ADL should be able to detect the kind of engine required to launch the WAD. -> Doom 1, Doom 2, Hexen, ... -> Vanilla, NoLimits, Boom, ZDoom, etc.
-
Edited by the user to put WAD metadata and launching information.
-
Substitution tags:
-
$DoomApp$ -> path to doom port executable -
$wad$ -> filename of the PWAD. Always basename, AML will complete the full path. -
$Doom_IWAD$ -> path to Doom 1 IWAD -
$Doom2_IWAD$ -> path to Doom 2 IWAD -
$UDoom_IWAD$ -> path to Ultimate Doom IWAD -
$Doom_BFG_IWAD$ -> path to Doom 1 BFG IWAD
<PWAD>
<ADL_file>example.wad</file>
<ADL_iwad>Doom 1</genre>
<ADL_engine>NoLimits</genre>
<ADL_num_levels>3</num_levels>
<ADL_levels>E1M1, E2M2, ...</levels>
<title>My WAD</title>
<year>1995</year>
<author></author>
<plot></plot>
<args>-iwad $DoomIWAD$ -file $wad$</args>
</PWAD>
Changes to the python API for Kodi Krypton
We've replaced the PIL module shipped with Kodi with Pillow. Pillow is fully backward compatible* with PIL, so this change should not cause any issues in your addon.
See http://forum.kodi.tv/showthread.php?tid=250936&pid=2179879#pid2179879
-
Packaged in Debian and Ubuntu.
-
Configuration file stored in
~/.local/share/chocolate-doom/default.cfg
and~/.local/share/chocolate-doom/chocolate-doom.cfg
-
Menu can be accesed with the joystick.
- Dependencies in Debian:
autoconf
,libsdl2-mixer-dev
,libsdl2-net-dev
- Run
autoreconf -fi
and then./configure
- Compile with
make
- Executables are in
src/chocolate-doom
andsrc/chocolate-doom-setup
-
Run
chocolate-doom-setup
-
...
- Packaged in Debian and Ubuntu.
- Runs many ZDoom-exclusive WADs.
-
Clone GZDoom:
git clone https://github.com/coelckers/gzdoom.git
-
Create build directory:
cd gzdoom; mkdir build
-
Generate makefiles:
cd gzdoom/build; cmake -DCMAKE_BUILD_TYPE=Release ..
-
Execute make:
make