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Launching TDM with dmap and map load, automatically


PranQster

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Anyone else get tired of launching TDM, hitting ~ for console, typing 'dmap mapfolder/mapname;map mapfolder/mapname' (or worse yet, running 'map' after waiting for 'dmap' to finish)?

I know it's not so bad when you are keeping your mapname very short during development, but still, it's a pain to type it all so many times.

For those who didn't know already, you can add those commands to your shortcut or launcher (copy a new shortcut/launcher, give it a new name and edit the properties).

After the command for launching TDM, you can add the following:

+dmap mapfolder/mapname +map mapfolder/mapname

 

The result is quite nice.

  1. You launch to full-sized console
  2. Your map loads automatically right after dmap is finished
  3. No main menu loads
  4. No menu music loads (no music looping while you are doing dmap)
  5. Only a mouse-click (or double-click, depending on your settings) is required now... no more typing those commands every time (unless you already have TDM open and want to run those commands again).
  6. Just change the mapname when you work on another map.

An example... my launcher in linux is as such:

$HOME/apps/games/doom3/doom3 +set fs_game darkmod +dmap siegeshop/siegeshop +map siegeshop/siegeshop

As you can see, there is no need to give your map a shortened name while developing it, then having to rename it later for release.

Edited by PranQster

System: Mageia Linux Cauldron, aka Mageia 8

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This is a great technique for small maps.

 

But larger maps come with a caveat: when finished, dmap doesn't release all the memory it allocates. It hangs onto so much memory that I wonder if it releases anything at all. So if you don't have tons of memory (i.e. > 4Gb), you might find your large map crashing at startup when you 'dmap' and 'map' in the same TDM session. The solution for that is to 'dmap' your map, kill TDM, bring it up again, and then do 'map'. That gets you back all the memory dmap was hogging.

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This is a great technique for small maps.

 

But larger maps come with a caveat: when finished, dmap doesn't release all the memory it allocates. It hangs onto so much memory that I wonder if it releases anything at all. So if you don't have tons of memory (i.e. > 4Gb), you might find your large map crashing at startup when you 'dmap' and 'map' in the same TDM session. The solution for that is to 'dmap' your map, kill TDM, bring it up again, and then do 'map'. That gets you back all the memory dmap was hogging.

 

Ah ok. Good to know. Then I'll just make the first launcher with dmap and create a second one which runs map.... still just a mouse click to run each one.

System: Mageia Linux Cauldron, aka Mageia 8

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Ah ok. Good to know. Then I'll just make the first launcher with dmap and create a second one which runs map.... still just a mouse click to run each one.

 

You can start with your dmap/map command line and switch to two sessions if and when you start to see load crashes. You might finish your map before it gets large enough to start crashing, in which case you will have had the benefit of the single command line right up to your release date.

 

Thanks for the tip.

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Only one issue with doing it in one line, besides the possible dmap memory issue greyman mentioned. If dmap encounters a leak, then you have to wait for the (failed) map load. So it might be best to separate dmap and map commands into two different launchers.

System: Mageia Linux Cauldron, aka Mageia 8

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If you want to have the RAM free again, you can also just create a batch or shellscript like this:

doom3 +set fs_game darkmod +dmap currentMap +exit
doom3 +set fs_game darkmod +map currentMap

 

True. A shell script like that is a good idea, saving from having to click on two different launchers.

System: Mageia Linux Cauldron, aka Mageia 8

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  • 4 months later...

@ HMart

 

If your working with a Project Map Setup (which I do advise) you have to set the game base as well:

 

DOOM3.exe +set fs_game myprojectname +set fs_game_base darkmod +dmap mymapname +exit

DOOM3.exe +set fs_game myprojectname +set fs_game_base darkmod +map mymapname +set com_allowConsole 1

 

Put that dmapAndStartMymap.bat with those command lines in the directory where Doom3.exe is to have it work.

Edited by fllood

"To rush is without doubt the most important enemy of joy" ~ Thieves Saying

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But larger maps come with a caveat: when finished, dmap doesn't release all the memory it allocates. It hangs onto so much memory that I wonder if it releases anything at all. So if you don't have tons of memory (i.e. > 4Gb),

I will check this but I am sure D3's memory foot print dynamically changes, in that after dmap is done and map starts its drops to a much lower amount. But what I do have to do after a few dmaps is close D3 and then reopen to release the fragmented memory, other wise dmap slows right down.

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