Doom Mod Loader 2.X is a launcher for Doom (and also for Doom 2, Heretic, Hexen, Chex Quest, Strife etc...) mods!
It's the revamped and updated C# version of the old VB.NET Doom Mod Loader
- Works with most of modern doom sourceport (like zdoom, skulltag, gzdoom, zandronum etc... see below the tested ones)
- Saves groups of mod you want to play togheter in presets.
- Writes engine console parameters for you (Or even add other ones if you know them!)
- Change mod loading order, so you can load different mods without let them replace each other stuff without control.
- Change launching options such as the starting level, the skill level, chose if play with faster monster, let them respawn (like in NIGHTMARE! difficulty) or just remove them.
- Change the video renderer mode.
- Use an alternative sourceport .ini file without the need of swapping them manually.
- GZdoom (v4.14), -height and -width do not work due to gzdoom way of handling resolution)
- LZdoom (v3.87c)
- Zandronum (3.2)
- Zdoom(2.8.1)
- QZDoom (2.1.0)
- Skulltag(98d)
- Chocolate Doom (3.0.1)
- PrBoom+ (2.6.2)
Take a look at HELP.txt, it's a comprehensive guide that should answer to most of your question.
An offline version of this file is included with your dml download.
Q: I use a custom save function like 'BIND [KEY] "save QUICKSAVE.ZDS" '" in order to save my game in gzdoom/zandronum, but after I exit the game my save is gone!
A: Your save is not gone, it's just saved in the wrong folder due to a weird behavior of gzdoom (or Zandronum) when you save a game this way while you started the sourceport from DML 2.X. Your missing save is in the same folder as the DML 2.X exe in Windows or in your "home" folder in Linux, move it to where your sourceport usually store your saves and then follow this steps so you dont have to always manually move the saves.
Q: I use woof! on Windows as a sourceport but when I start it through DML 2.X using the fluidsinth backend I get an error and it reset to the system default one.
A: Follow the workaround section here. Please also note that woof! it's not a sourceport that I personally tested, although it seems to work good enough to be considered partially compatible, it's not officially supported for the time being.
Q: I use woof! on Windows as a sourceport but when I start it through DML 2.X I get an error that says "No such option '+fullscreen'"
A: Woof! will not start if an unknown argument is supplied. I've made a ad-hoc build that will not pass the +fullscreen flag. You can find the download link and more info here. Please also note that woof! it's not a sourceport that I personally tested, although it seems to work good enough to be considered partially compatible, it's not officially supported for the time being.
Take a look to the readme .txt bundled with DML 2.X for more Q/A.
You can use the DML 2.X source code in any way you like as long as you follow the BSD 3-Clause "New" or "Revised" License terms.
Note: On windows requires Microsoft .Net Framework 3.5 to work.
Note: On Linux requires mono-complete to work.
You can read stuff about the 2.6 version here on moddb and on my website.
You can find the latest stable for all supported platforms here on github and on ModDB:
You can find the beta releases here on github.
See CREDITS.md
If you're interested in my softwares, games, open source projects or just want to contact me, you can find me here:
🔗 Website: https://p36software.net
✉ Info e-mail: [email protected]
🐦 Twitter: https://twitter.com/p36software (@p36software)
📄 Github: https://github.com/Premo36
🔧 ModDB: https://www.moddb.com/members/premo36
🎮 IndieDB: https://www.indiedb.com/members/premo36
🎥 Youtube: https://www.youtube.com/channel/UC9yqO2r6CJeLcKebDr142eA




