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mod / map path weirdness


ungoliant

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ok something screwy is going on around here. Decided this time around to use startmap.pk4 and a stand-alone project to start my noob campaign mission, then import my existing work. but things got weird with the paths and shortcuts.

 

ok first up a note on the console feedback when typing "fs_game" and "fs_game_base" when using tdmlauncher.

fs_game - "mod path"
fs_game_base - "alternate mod path, searched after the main fs_game path, before the basedir"

isn't that backwards? My assumption is that the load order should be basedir-> fs_game_base-> fs_game, and that fs_game_base was the mod path, and fs_game is the path for the FM? The preferences in DR would seem to confirm this. Shouldn't it look like:

fs_game_base - "mod path"
fs_game - "alternate mod path, searched after basedir and fs_game_base"

 

ok with that out of the way, this is my actual problem. Following the startmap wiki page, i created a new tdmlauncher shortcut target with the following arguments:

D:\Games\Doom3\darkmod\tdmlauncher.exe +set com_allowconsole 1 +set fs_game_base darkmod +set fs_game mymapname

but it doesn't seem to work. I tried installing the new map first, uninstalling, reinstalling, etc etc. But every time i use this shortcut the settings end up as follows: fs_game_base = "", fs_game = "darkmod". Vanilla tdmlauncher with no mission installed, and no arguments yields the same results (isn't fs_game_base supposed to be set to "darkmod", not fs_game?)

 

The only way it works proper is to install an FM with vanilla tdmlauncher and run it with vanilla tdmlauncher, which yields: fs_game_base = "darkmod", fs_game = "FM name".

 

so whats going on, here..?

Edited by ungoliant
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if that is the case, then i don't understand why after installing any mission, TDM says fs_game_base = darkmod, and fs_game = FM name.

 

also, if that is true, this section of the startpack wiki page might need to be changed:

To do this copy your normal Darkmod desktop shortcut and edit the properties to include in the properties: +set fs_game_base darkmod +set fs_game mymap

 

edit: hell with it, i can't get that shortcut to work, even after mixing and matching values in fs_game_base and fs_game. I'm just going to keep the damn mission installed when i'm working on it, and use tdmlauncher without arguments.

Edited by ungoliant
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d'oh! i've never even used TDM without tdmlauncher.exe before. Still, the whole fs_game / fs_game_base thing confuzzles the hell out of me. I've seen several bits of documentation with conflicting information.

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Well, I think as long as you don't alter any existing definitions (like materials etc.) in you FM, you won't notice any difference. Those commandline arguments basically just tell Doom 3 how conflicts are supposed to be handled.

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