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>> No.9724654 [View]
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9724654

>>9724543
I used to just pour everything into GzDoom's folder and then make shortcuts to GzDoom's .exe with the associated files added into the shortcuts.

This works, and gives you a shortcut you can just click on, BUT, it's as goddamn clunky as buttfucking an Autobot using graphite dry lube and double sandpaper condoms, especially if you start doing mapping and shit and have to test and update different maps with different versions of the main resource .wad, and then also testing with different ports.

Trying out DoomLauncher, I quickly come to the following conclusions:
>I can set up GzDoom and DSDA separately and then quickly add and remove files as well as alter the load order for playing with any .wad
>it'll remember this for any given .wad file and port selection, as well as any special commands like nomonsters or fastmonsters
>also lets me try out various kinds of smaller mods and tweaks very quickly, rather than putting it into a port's autoload folder and writing it into GzDoom's .ini every time
>also lets me pair up any given gameplay mod with any given mapset and quickly go back to that, even if I, and this part is a big deal, I update GzDoom and thus need to use a new .exe, or I'm updating the mod or map itself
>even bigger deal, keeping multiple older versions of GzDoom on standby for some mods which don't run in newer ones

Instead of just piling up 15 years of everything in GzDoom's folder, I divide things up into...
>GzDoom's Autoload (stuff like the Spritefixes)
>Gameplay Mods/Tweaks
>Good Mapsets I Will Play Again Some Day
>Mapsets I Plan On Playing
>Projects I'm Working On
I can also create tags to apply to files in the Launcher, thus easily categorizing stuff into tabs, this especially is EXTREMELY helpful for working on projects, it makes it so much faster and easier to organize and handle everything.

I used to think it wasn't worth bothering, but I was really just doing it wrong for years, I should have done it this way from the beginning.

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