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DML 2.0 is a C# launcher for Doom (But also Doom2, Heretic, Hexen, Chex Quest, Strife etc...) mod! This is the new reveamped version, made from scratch in C#, of the old VB.net Doom Mod Loader.
Doom Mod Loader is a Doom (but NOT ONLY, here's the full list of compatible games) launcher for Windows that allow you to easily load your game with your favourite mods and also:
"DML.zip" (the downloadable file) contains 3 file:
DML do not need installation, it's a semi-portable software ("semi" as all the preference, wad location ecc.. are stored in %appdata%/P36_Software/DML2/).
-Mod files that have been saved in a preset will have appended to the end of the file the path to the file itself.
This was not intended and useless.
This should NOT have damaged in any way your mods as any sourceport will just ignore any unrecognised data.
(For example Oblige, a software that randomly generates .wad, write in the header of the wad a bunch of information about the settings used to make the .wad)
If you want to clean your mod file you can open it with any text editing software (notepad is ok) and delete the path at the end.
(again the appended text does NOT damage the mods file in any way). I apologize for the inconvenience
This is not just an update: It's a complete rewrite and redesign from scratch of the original VB.NET "Doom Mod Loader" in C#.
I've tried to keep the core functionality and user experience of the old one, but improving it.
Unfortunately due to the new more flexyble system I adopted to store any DML data, old .cfg are no longer compatible.
A lot of stuff has changed, I kept track of only of the most noticible difference.
(This is only the latest version changelog, you can find the full DML version history here)
NOTE: Need Microsoft .Net Framework 3.5 to work. If your system is up to date you should have it arleady. Keep the doom mod loader .exe and "P36_UTILITIES.dll" in the same folder, otherwise it will not work.
* DML is more like a "modern sourceport launcher", that writes the engine console parameters for you, that means you STILL NEED a modern doom port to load your mod. I've tested so far the ones i've wrote, but as far a port use the console parameters linked above it will work fine!
** On Zandronum the "Disable SFX" (-nosfx) seems to do disable all sounds instead of disable only the sfx. Don't know why.
*** On GZDoom, -height and -width do not work anymore, due to the changes they did to the code that handles the resolution. This afflict any DML version. See the DML 2.0 changelog above for more info, I also mention a possible workaround for this issue.