Youda008 / DoomRunner

Preset-oriented graphical launcher of various ported Doom engines (an alternative to ZDL)
GNU General Public License v3.0
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How do I use the Flatpak version of GZDoom with this? #82

Open Espio419 opened 1 year ago

Youda008 commented 1 year ago

Honestly, i don't know, i never used it. I tried installing gzdoom from snap, but it didn't work at all and was crashing. How do you start gzdoom when you don't have any launcher? Do you know how it works so that it finds its shared libraries?

pizzadude commented 1 year ago

@Espio419 you could probably do this:

make a "gzdoom" script in ~/.local/bin/ with the contents:

flatpak run org.zdoom.GZDoom $@

(make sure ~/.local/bin is in your path)

Espio419 commented 1 year ago

@Espio419 you could probably do this:

make a "gzdoom" script in ~/.local/bin/ with the contents:

flatpak run org.zdoom.GZDoom $@

(make sure ~/.local/bin is in your path)

No luck. Runs fine when executing out of the mod loader.

poperigby commented 1 year ago

Make sure the script is executable (i.e. chmod +x gzdoom), and put double quotes around $@.

mbugni commented 1 year ago

No luck. Runs fine when executing out of the mod loader.

@Espio419 works for me:

$ mkdir ~/bin
$ echo -e '#!/bin/bash\nflatpak run org.zdoom.GZDoom $@' > ~/bin/gzdoom
$ chmod ugo+x ~/bin/gzdoom

Then use the "Initial setup" menu to set ~/bin/gzdoom as engine. Remember that, by design, the flatpak app can access only files under ~/.var/app/org.zdoom.GZDoom/.config/gzdoom folder. Otherwise, you have to extends app permissions.

Youda008 commented 1 year ago

Can you please give me an example of shell command that you use to start the Flatpack version of GZDoom with additional parameters (WADs, ...) ?

mbugni commented 1 year ago

Can you please give me an example of shell command that you use to start the Flatpack version of GZDoom with additional parameters (WADs, ...) ?

The above script do the job, basically the command is:

$ flatpak run org.zdoom.GZDoom ...<any parameter>...
thecnoNSMB commented 9 months ago

I'm having a similar issue. I'm using the flatpak version of Doom Runner with the flatpak version of GZDoom, and it's detecting that engine fine, but when I install the flatpak version of Crispy Doom it isn't detecting it.

mbugni commented 9 months ago

Please take a look at this README for using other sandboxed engines.

thecnoNSMB commented 9 months ago

Those instructions aren't working for me. Is the flatpak version of Doom Runner supposed to automatically detect the existence of the flatpak version of Crispy Doom, like it did with the flatpak version of GZDoom?

edit: The error message is Portal call failed: Failed to start command: Failed to change to directory “/run/flatpak/doc/888b2a81” (No such file or directory)

poperigby commented 9 months ago

DoomRunner didn't automatically detect GZDoom, it was included with the DoomRunner Flatpak. Crispy Doom would need to be added as well.

mbugni commented 9 months ago

Those instructions aren't working for me.

Please, provide more details about your environment:

  1. did you grant permissions to the engine?
  2. did you create a launcher script for the engine?
  3. did you add the sandboxed engine properly?

Is the flatpak version of Doom Runner supposed to automatically detect the existence of the flatpak version of Crispy Doom, like it did with the flatpak version of GZDoom?

No, as @poperigby pointed, the GZDoom engine is embedded within the app. Any other engine (even Flathub GZDoom) must be properly configured and it's not auto-detected. From README:

The app includes the GZDoom engine to run WADs and files.

thecnoNSMB commented 9 months ago

Oh, my mistake. In that case, I think for my use case I'll just continue to use GZDoom for now, and possibly build it from source later so I don't have to use any of the Flatpak ecosystem in the first place. Thanks for the help.

charlesthobe commented 4 months ago

@Espio419 the engine "executable" is /var/lib/flatpak/exports/bin/org.zdoom.GZDoom , just make sure the flatpak has access to the filesystem where the wads and the pwads are via running "flatpak override ...etc" Also note that the soundfont gets overridden each time with gzdoom.sf2, so you're gonna have to use +fluid_patchset in the additional arguments in DoomRunner if you want to use a custom soundfont.