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Release Notes

All releases for UAC Launch Control, fetched live from the GitHub Releases page.

  • Latest
    v0.3.5June 2, 2026

    E1M0.3.5 - ZIP AND TEAR

    This update bring .zip file support in the application.

    As many mod files come packaged in a zip container, the app will now unpack compressed zip files, and offer to import all supported filetypes found inside the archive.

    Since both gzdoom and uzdoom supports .zip as a mod file type on its own, the option to import the zip as-is is also an option.

    Other changes

    • Better crash handling. - previously only an instant (within 500ms) source port crash would trigger a source port crashing when launching a game. Now all "non-zero" exits will show a notification when a source port exits unexpectedly.
    • Total Playtime tracked (locally!). Since we already keep an eye on when a source port starts and exits, it was logical to gather this information, to a per-game total play time tracker too. This information/guilt trip is available on each game card in all different views (grid, list and detail)

    UAC Launch Control now shows Total Playtime. Here's the Detail view showing it with a custom Void Walker Round Theme

    Changelog

    Full Changelog: https://github.com/mikkelrask/uaclaunchcontrol/compare/v0.3.4...v0.3.5

  • v0.3.4June 1, 2026

    E1M0.3.4 - "PLUTONIA TERMINAL"

    In this update customization is brought to the UAC Launch Control. With a new theme and the option to add your own color scheme/custom theme, the app is not not only for players, but modders of all types.

    The list view in the new PLUTONIA TERMINAL colorscheme

    Notable changes

    • Added a new PLUTONIA TERMINAL theme
    • Added Custom Theming options (See the https://github.com/mikkelrask/uaclaunchcontrol/wiki/Theming" target="blank" rel="noopener noreferrer">Theming wiki for more)
    • A list view for the Launch view
    • A details view for the Launch view
    • An option to select your preferred view in Settings
    • Fixed URLs not getting imported from exported game instances

    Besides that, there has been changes to the Settings layout, due to adding more and more configurable options, packages have been updated to patch security issues, as well as adding a visual blur to the gamecard when hovering it.

    The details view with a custom vaporwave-ish theme

    All Changes

    Full Changelog: https://github.com/mikkelrask/uaclaunchcontrol/compare/v0.3.3...v0.3.4
  • v0.3.3May 19, 2026

    E1M0.3.3 - The Fix Update

    Had introduced some bugs that didn't resolve newly added modfiles as it should, which is now fixed. Sorry for the hassle.

  • v0.3.2May 19, 2026

    E1M0.3.2

    This update is minor, but just as game changing as any total conversion mod.

    It adds the ability to simply drag and drop .bat or .cmd files from your mods/modpacks into the Install page or Mod file tab to easily add big mod packs in the correct order, and make sure that you get all the potentially needed extra params too.

    Install Page

    On the install page, where you create the game instances we call protocols, it will prepopulate the Title (uses the filename of the .bat or .cmd file), base game wad/iwad, all mod files listed in the files launch command, and simply add all additional params to the launch parameters input.

    Mod File catalog

    If you add/drag-n-drop the file to the Mod Files tab of the Install Page this will just add the modfiles not already found in your catalog, and ignore the rest.
  • v0.3.1May 13, 2026

    E1M0.3.1 - The Side Quest Update

    Changes

    With the actual launching of modded Doom being stable for a couple of versions, this might seem like a sort of side-quest update, but does sport some nice quality of life mods, i'd say!

    Launch view order

    Unlike previous version, where the game instances have just been shown in the order they've had been added in, the application now stores a timestamp for when a protocol last was launched, and always puts the last launched ones at the top, and defaults to alphabetically for unlaunched instances.

    Live search/filtering

    When on the Launch page all searches now happen instantly, letter by letter.

    Further it now respects your set filter from the sidebar, so that if you have already selected to show i.e FreeDoom 2 instances by clicking its sidebar icon, your search results will now filter between those only.

    Searching from the install page or anywhere else in the application works as previous, searching the entire library.

    Keyboard shortcuts

    In the application you are now able to use simple keypresses and combos to get to where you need. / - Focuses the DATABASE QUERY search input ? - Opens a modal showing the shortcuts, a has a link to the https://github.com/mikkelrask/uaclaunchcontrol/wiki" target="blank" rel="noopener noreferrer">Wiki l - Navigates you to the Launch view / start page i - Go to the Install view m - Sends you to the Mod File Catalog (Mod File tab of the Install page) w - Warps you to the WAD Files tab of the Install page. CTRL+. - Opens the core_settings

    Add Base Game WADs

    The application have always watched your WAD directory (set in core_settings -> paths) and automatically added and removed wads in the application, when you add or remove wads in the directory.

    Now you are able to add them from the UI itself too via the new WAD Files tab on the Install Page.

    Better multi source port support

    While multi source ports have been a thing in the application for a while, your default source port was the only one actually stored anywhere, and using others required you to manually pass the path of different source port if your launch protocol/game instance required a specific version/source port.

    Now you can add as many as you want and need from the core_settings -> Paths modal. image

    This has been tested with these four source ports (uzdoom, gzdoom, zdoom and lzdoom). Currently the final launch command getting generated follow the same syntax regardless of what source port you add. Your mileage may very well vary, if your source port uses a different way of launching games. Don't hesitate creating a ticket with the information about your source port, if you experience issues.

    Launch CMD preview

    By default the Install page and the per-game settings modal will now show you a preview of the launch command getting executed, with the current setup, regardless if you're adding a new or editing an existing game instance.

    This can be toggled of in core_settings.

    Chores and general tech debt

    image
    • Fixed duplicate names handling - now no longer objects if a wad- or mod file in you catalog already has the same name. If the files are indeed different (via their md5 sum), the sum will simply be appended to the newly added file
    • Fixed update detection on linux installs (for the 0.3.1th time)
    • All Modals now have a more unified look
    • Added glyph/nerd font support
    • The Game Settings Modal now shows the entire image for a launch protocol/game instance

    Full Changelog: https://github.com/mikkelrask/uaclaunchcontrol/compare/v0.3.0...main

  • v0.3.0May 2, 2026

    E1M0.3.0

    E1M0.3 UAC REGISTRY

    This update brings the UAC Registry lookups - an OPT IN option to do a lookup of the hash value in a online database of mod-files.

    If a mod is known the app will now prefill the information the database has about the mod.

    If however a mod file is not found in the database, and you fill out the URL field, and version field, the information will be sent to be vetted before landing in the actual registry.

    This means your information is helping to feed the database with information, and is why this is opt in, rather than opt out! 0.3.0 additional setting For this to work, you will obviously need to have an active internet connection..

    Besides that additional tweaks to the UI and wording have been made.

    • The game card on the Launch (previously Games) view now rotates the screenshot hue on hover
    • The Mod Files tab in the Install view now uses a data table, rather than a default html table. This adds pagination with option to set number of mods per page, sort and filter and such.
    • Added version number to the combo boxes that is used to select mods on the Install view as well as in the per-game settings modal, to easily differentiate mods of the same "mod family" but with different versions.
    0.3.0 Update Full Changelog: https://github.com/mikkelrask/uaclaunchcontrol/compare/v0.2.500...v0.3.0

  • v0.2.500April 29, 2026

    E1M0.2.500

    E1M0.2.5

    Change log for E1M0.2.5

    A mostly "oh, this is nice"-update, that brings a more coherent techno babbel UAC'y modded doom experience.
    • Change to the way mod files are stored and loaded: Previously when adding a mod file, that has other required mods the 'main mod' was always inserted at index 0, where the required mods were all +1 relative to that. Now the 'main mod' is getting added to the load order list, when > 1 mod file is added, and can have any position.
    • UI Tweaks: Finally removed my personal gamertag, and hardcoded lvl. 71 from the "user profile" button, that still doesn't do anything. But rather than removing it, until I perhaps someday come up with why you'd have a user profile, I show that the user Guy, Doom of the rank Marine is logged in. Also introduce a new more futuristic techno font throughout the UI, to make it more fitting for a UAC application. Generally worked a bit on making the app a bit more industrial and less saas'y.
    • ModDB link now changeable: The link from the top navigation of the app can now be switched out to so it can link to your favourite mod source. By default moddb is still selected, but from the application settings you're now you're able to pick between zdoom forums, doomworld forums, itch.io's game mods tagged with Doom, and the default Moddb. All of these can further be change to link to exactly what you want by manually editing settings.json in the configuration directory (~/.config/uac/settings.json).
    • Fixes update order for system installs (only affects Linux users): Revised the checks happening when updates are available, since users with system installs (non-appimages) did not get notified about new updates.

    So yeah, I hear you saying Oh this is nice.., and yeah, thats pretty nice.

    Since 0.2.4

    • Autoupdate of application
    • Toggle to switch on/off notifications about updates
    • Notification when manually checking for updates, and you're on the latest version
    • Update build script (Now packages gunzip version for manual installs/https://aur.archlinux.org/packages/uac-launch-control-bin" target="blank" rel="noopener noreferrer">AUR)
    • Changed modfile-catalog structure
    • Added a bunch of techno babbel notification messages/errors
    • Removed blue-ish hues, to be more neutral
    • Use accent color more consistent

    For all the technical details check the Full Changelog: https://github.com/mikkelrask/uaclaunchcontrol/compare/v0.2.4...v0.2.500

  • v0.2.420April 20, 2026

    E1M0.2.420

    E1M0.2.420 Fixes

    • Fixed a bug where deleting a modfile from an existing game instance, would remove all modfiles linked to it.
    • Should also now notify about app updates, regardless of how the application is installed/run.

    Full Changelog: https://github.com/mikkelrask/uaclaunchcontrol/compare/v0.2.41...v0.2.420

    E1M0.2.4

    Changes since 0.2.3

    New features

    • Mod files:
    - The new tab in the Install view now has better and more intuitive ways of adding new and manage existing mods. It now allows drag-and-drop'ing mods into the view, where you will be presented with more options than before. You can now input a version number for the modfile, just as it has a URL input. - Setting mods as requirements for other mods, and to toggle weather a mod file is "sidecar only", meaning it can't be used on its own. The change also includes the ability to drag-and-drop supported mod-files into view, rather than navigating your file system for it via the file picker. - Export/Import: - You can now export a shareable json that other players can import into the application. This will prefill the regular install page with your setup and flag missing mod-files, and let you locate these on your file system. This will basically create a "copy" of your game instance/modpack on your friends computer.
    • Hashing ID:
    - Every Mod file that is added to the catalog now gets its md5 sum calculated when added, which is used as its unique id. A unique fingerprint to make sure a file can be named whatever, and still be identified by the application i.e when importing a game instance.
    • Catalog Search:
    - Previously when you wanted to add an existing mod file to a game instance, regardless if you were installing a new one, or editing an existing one, you would have to scroll through your mod file catalog to find the one you was looking for. Now that drop down menu has been switched out, with a version, that lets you search your catalog instead. This is also used, if you are adding an existing modfile as a requirement to a modfile.
    • App-update:
    - From now whenever the application gets a new update, you will get a notification when the application is opened, that lets you see the change-log (what you're reading right now) and can update itself, should you decide to do so. Not updating will however result in the 5s update popup getting shown at launch, for now.
    • Default Image:
    - A new default/fallback image if no image url is provided when creating a new game instance. This can be updated in the per-game settings modal as of last update (0.2.3).

    Technical stuff

    On the more technical side, tailwindcss was downgraded from v4 to v3 (3.4.19) to acommodate support for the UI components used from shadcn/ui and radix/ui.

    There were also made a lot of changes to the internal API, to accommodate the new features such as md5sum hashing, switching out images from the local filesystem, returning the applications version number.

    Made an effort to get the app-icon to work for linux/wayland, where it was confirmed working on xfce wayland, but still doesn't work on Gnome for example. Its should be fixed in the electron framework itself, where there must be some changes needed in the Gnome desktop environment too.

    And speaking of icons, these are now generated on buildtime, when bumping the version number, in all the correct sizes which should make the icon itself less pixelated, due to it no longer being needed to scale down a large icon to a 64x64 px size for example.

    Updated vulnerable npm packages just in case...

    For the complete log of changes see: https://github.com/mikkelrask/uaclaunchcontrol/compare/v0.2.3...v0.2.4

  • v0.2.41April 17, 2026

    E1M0.2.410

    E1M0.2.41 quick fixes

    • No longer offers to auto-update system installs on linux (.deb, AUR/manual installs)
    • Fixes not getting any feedback when checking for updates, and there are no updates available
    • Fixed issue with drag-and-drop adding files to mod file catalog

    Full Changelog: https://github.com/mikkelrask/uaclaunchcontrol/compare/v0.2.4...v0.2.41

    E1M0.2.4

    Changes since 0.2.3

    New features

    • Mod files:
    - The new tab in the Install view now has better and more intuitive ways of adding new and manage existing mods. It now allows drag-and-drop'ing mods into the view, where you will be presented with more options than before. You can now input a version number for the modfile, just as it has a URL input. - Setting mods as requirements for other mods, and to toggle weather a mod file is "sidecar only", meaning it can't be used on its own. The change also includes the ability to drag-and-drop supported mod-files into view, rather than navigating your file system for it via the file picker. - Export/Import: - You can now export a shareable json that other players can import into the application. This will prefill the regular install page with your setup and flag missing mod-files, and let you locate these on your file system. This will basically create a "copy" of your game instance/modpack on your friends computer.
    • Hashing ID:
    - Every Mod file that is added to the catalog now gets its md5 sum calculated when added, which is used as its unique id. A unique fingerprint to make sure a file can be named whatever, and still be identified by the application i.e when importing a game instance.
    • Catalog Search:
    - Previously when you wanted to add an existing mod file to a game instance, regardless if you were installing a new one, or editing an existing one, you would have to scroll through your mod file catalog to find the one you was looking for. Now that drop down menu has been switched out, with a version, that lets you search your catalog instead. This is also used, if you are adding an existing modfile as a requirement to a modfile.
    • App-update:
    - From now whenever the application gets a new update, you will get a notification when the application is opened, that lets you see the change-log (what you're reading right now) and can update itself, should you decide to do so. Not updating will however result in the 5s update popup getting shown at launch, for now.
    • Default Image:
    - A new default/fallback image if no image url is provided when creating a new game instance. This can be updated in the per-game settings modal as of last update (0.2.3).

    Technical stuff

    On the more technical side, tailwindcss was downgraded from v4 to v3 (3.4.19) to acommodate support for the UI components used from shadcn/ui and radix/ui.

    There were also made a lot of changes to the internal API, to accommodate the new features such as md5sum hashing, switching out images from the local filesystem, returning the applications version number.

    Made an effort to get the app-icon to work for linux/wayland, where it was confirmed working on xfce wayland, but still doesn't work on Gnome for example. Its should be fixed in the electron framework itself, where there must be some changes needed in the Gnome desktop environment too.

    And speaking of icons, these are now generated on buildtime, when bumping the version number, in all the correct sizes which should make the icon itself less pixelated, due to it no longer being needed to scale down a large icon to a 64x64 px size for example.

    Updated vulnerable npm packages just in case...

    For the complete log of changes see: https://github.com/mikkelrask/uaclaunchcontrol/compare/v0.2.3...v0.2.4

  • v0.2.4April 14, 2026

    E1M0.2.4

    E1M0.2.4

    New features

    • Mod files:
    - The new tab in the Install view now has better and more intuitive ways of adding new and manage existing mods. It now allows drag-and-drop'ing mods into the view, where you will be presented with more options than before. You can now input a version number for the modfile, just as it has a URL input. - Setting mods as requirements for other mods, and to toggle weather a mod file is "sidecar only", meaning it can't be used on its own. The change also includes the ability to drag-and-drop supported mod-files into view, rather than navigating your file system for it via the file picker. - Export/Import: - You can now export a shareable json that other players can import into the application. This will prefill the regular install page with your setup and flag missing mod-files, and let you locate these on your file system. This will basically create a "copy" of your game instance/modpack on your friends computer.
    • Hashing ID:
    - Every Mod file that is added to the catalog now gets its md5 sum calculated when added, which is used as its unique id. A unique fingerprint to make sure a file can be named whatever, and still be identified by the application i.e when importing a game instance.
    • Catalog Search:
    - Previously when you wanted to add an existing mod file to a game instance, regardless if you were installing a new one, or editing an existing one, you would have to scroll through your mod file catalog to find the one you was looking for. Now that drop down menu has been switched out, with a version, that lets you search your catalog instead. This is also used, if you are adding an existing modfile as a requirement to a modfile.
    • App-update:
    - From now whenever the application gets a new update, you will get a notification when the application is opened, that lets you see the change-log (what you're reading right now) and can update itself, should you decide to do so. Not updating will however result in the 5s update popup getting shown at launch, for now.
    • Default Image:
    - A new default/fallback image if no image url is provided when creating a new game instance. This can be updated in the per-game settings modal as of last update (0.2.3).

    Technical stuff

    On the more technical side, tailwindcss was downgraded from v4 to v3 (3.4.19) to acommodate support for the UI components used from shadcn/ui and radix/ui.

    There were also made a lot of changes to the internal API, to accommodate the new features such as md5sum hashing, switching out images from the local filesystem, returning the applications version number.

    Made an effort to get the app-icon to work for linux/wayland, where it was confirmed working on xfce wayland, but still doesn't work on Gnome for example. Its should be fixed in the electron framework itself, where there must be some changes needed in the Gnome desktop environment too.

    And speaking of icons, these are now generated on buildtime, when bumping the version number, in all the correct sizes which should make the icon itself less pixelated, due to it no longer being needed to scale down a large icon to a 64x64 px size for example.

    Updated vulnerable npm packages just in case...

    For the complete log of changes see: https://github.com/mikkelrask/uaclaunchcontrol/compare/v0.2.3...v0.2.4

  • v0.2.3April 8, 2026

    E1M0.2.3

    Changes since last version

    Some nice-to-have QOL updates today..

    20260409_00h38m16s_grim

    • Manage wad-files - you can now change the shown name and icon for all wads, and also have the ability of hiding specific wad files, from the system, for data-only wads, i.e voices.wad.
    • Manage modfiles - In the Install page there's now a new tab, to manage existing modfiles, or add more without having to create an entirely new game instance.

    20260409_00h41m37s_grim

    • Add existing mods to existing game instance - Previously there was just a path input to manually input any additions, but now you can select from the catalog.
    • Update the game instance cover photo/screenshot

    20260409_00h34m57s_grim

    • Better contrast - the app is generally more dark now, upping the overall contrast. Previous the colors were too close together, and made some elements harder to see. This still requires some tinkering.
    • Removed further unused legacy code from the migration
    • Huge typecheck/linter gothrough, fixing mostly types of any.

    Full Changelog: https://github.com/mikkelrask/uaclaunchcontrol/compare/v0.2.2...v0.2.3

  • v0.2.2April 6, 2026

    E1M0.2.2

    Please do note, this version has some breaking changes if you have installed and used any of the previous versions

    In this one there are no big or drastic changes - so he said right after a "breaking change" disclaimer.

    I have changed the default settings/wad/mod location, since the previous one was referencing the app's old name mrdoom. So if you have settings from previous versions, you will need to either copy the contents of ~/.config/mrdoom to ~/.config/uac - or simply point to the existing directories in the apps settings.

    And that's almost like a segway to the rest of the change log. Because the settings modal/dialogue box has gotten itself a minor overhaul, as well as an additional tab. (and still has the inactive Advanced settings tab too, no worries!).

    Because the app now detects new wads in the directory set as your wad-directory, and automatically adds them to the UI, making them able to be selected as a new "Doom Version" when installing a new game instance, and the app notifies you with a notification when it has detected a new wad.

    The app currently has 9 default wads, where an icon and a "pretty name" is shown in the UI, if they are present when opening the app.

    But new ones can be managed in the Wad Config tab of the Settings, where you will be able to set these yourself, or change up the default ones, if you so please. If you don't care, there is a default fallback too.

    image

    The Paths tab now has a tiny explainer for each input, and are generally just a bit more tidy, and the app has gotten all leftover color values removed from the code itself, and is completely variable driven instead.

    This gives the opportunity to give the overall feel an overhaul at a point in the future, as I personally have grown tired of the "steam blue" colors already, but theming isn't really a priority at the moment, but for testing while developing, it did lead to the app now also having a light theme, for those few degenerates that are out there wanting a bright white doom launcher.

    image

    And of course - The Dr. Doom icon was too a leftover, from the applications previous form "MRDOOM" - now it's representing the mighty Union Aerospace Corporation - something I think the application will lean more into going forward. But these has mostly been technical behind the scenes changes, so that will be a possibility before the application grows any bigger - the focus is getting the actual use of the app to feel less homebrewed, and optimize it in that direction, before the actual design is the focus.

    Well, I think that was mostly it - oh - and the app now stores the screenshots from when installing a game instance/modded game locally, so it isn't reliant on you being online, or the source image getting taken down.

    uaclaunchcontrol

    Still to come:

    • Add to steam button
    • Shareable game instances
    • Removing my personal gamertag from the player profile at the top
    • Figure out what to add in the sidebar/behind the hamburger menu

    All ideas or suggestions are of course still welcome, as well as all issues you might stumble upon.

  • v0.2.1February 3, 2026

    E1M0.2.1

    Hotfix for E1M0.2, to prevent crashes on MacOS

    Fixed the issue of the MacOS Application crashed, due to incorrect package signing by removing the signing completely. There is no other new stuff besides that, so if you aren't a MacOS user, there is no need update from E1M0.2 to E1M0.2.1

    20260203_17h15m53s_grim

    E1M0.2 - App is now Electron ⚛️

    This is a major new release, since the entire wrapping of the app has been changed from being written in Rust with the Tauri framework, to the widely used Electron based build framework that uses javascript to do the cross-platform building possible, just like Tauri did before.

    But why make the switch, if they do the same? Well, starting out with Rust and Tauri was a foot-gun on my end to begin with. I have never made my own desktop application before, just as I've never really dabbed with Rust before. So that was two big "firsts" for an ambitious project, regardless of what it is.

    I was just drawn to the idea of a tiny install size that Tauri generally provides, and as we've all been told Rust is blazingly fast

    But that kinda falls apart when the webapp you want to mash into the Tauri application utilizes a locally running Node/Express API as its backend, and seeing that I from the get-go had a strict "no dependencies" policy (which is also kinda dumb, since it obviously still depends on whatever your favorite source port is, your wad files and so on 🤷), I also needed to actually jam nodejs into the application, making it exactly as big as any electron application is.. Since.. Well, "electron" is basically wrapping up a website in a node based application. Crudely simplified, of course.

    There was a ton of stuff that became unnecessarily complicated due to the fact that I had to use the Rust/Tauri part of the app to basically spawn an API with Node running in the background, to be able to show what essentially just is a website in an undecorated browser across the three major platforms. I won't get too much more into the details than I already am, but it was stuff like Windows spawning a cmd window where the other OS's worked just fine. I also had to create a custom tauri:// URI protocol for the app and the API to communicate through, like a sort of proxy. So even more "firsts".. And while it did work out, I just felt like it was too many side quests compared to what I actually wanted to be working on.

    Okay, but what else is new?

    Besides the somewhat big migration, only minor stuff have been looked at, so no big new features, or anything like that - the app should feel basically the same as before. These changes however make tackling the ambitious features I do have in mind for the project way easier. You can see the changes that went into this build in the full changelog below - but yeah, since the entire codebase is new, it at the same time also is the complete changelog.

    E1M0.2 Changelog: https://github.com/mikkelrask/uaclaunchcontrol/commits/v0.2.0 Full Changelog: https://github.com/mikkelrask/uaclaunchcontrol/compare/v0.2.0...v0.2.1

    Fixes

    • Migrate application to Electron
    • When adding new mod to the modfilecatalogue via the file picker/open dialogue the UI wouldn't update/show the selected path in the inputs for these, making it unusable on Windows for some people, since the value of the path-input is what is stored in the game-instance json file.
    • When adding a new mod to the modfilecatalogue, the modfile type would not be recognized, and not be correct in the UI, and again that would be reflected on what is actually stored in the catalogue, if not manually set.
    • The settings set in the Settings are now actually used, rather than using hardcoded defaults.

    Next up

    • Not relying on a game instance's screenshot URL for UI. This will be downloaded, so that the app still looks pretty and functional, when being offline
    • Making it easier to add mods from your modfilecatalogue to existing gameinstances. Currently you can add additional modfiles to a game instance after it has been created, but it is currently just a input field for a full path, so no selecting between your existing ones, just as whatever you put in the input is not getting moved into your modfile catalog, making the game instance
    • Making the same image editable/can be switched out, and not require to manually edit the json file
    • Making the backend work more modular. Basically paths stored for game instances and modfiles should be relative, and only include the full path, when needed i.e when launching a game, which will then be concatenated by the settings combined with the game instance json, for example. This way I can send you my favorite custom modpack json file, and as long as you have the same mod files added to your modfilecatalogue it will just run OOTB.

    Please feel free to try out the new app and report any issues you might find in the issues tab.

    App now works on Mac with Arm/M-series processors on the latest MacOS version (But please show me the venn diagram of the overlap between MacOS users and modded Doom Guys)

    Downloads

    Windows: https://github.com/mikkelrask/uaclaunchcontrol/releases/download/v0.2.1/uac-launch-control-0.2.1-setup.exe" target="blank" rel="noopener noreferrer">uac-launch-control-0.2.1-setup.exe

    Linux (x86-64): https://github.com/mikkelrask/uaclaunchcontrol/releases/download/v0.2.1/uac-launch-control-0.2.1.AppImage" target="blank" rel="noopener noreferrer">uac-launch-control-0.2.1.AppImage (Universal) 0.2.1amd64.deb" target="blank" rel="noopener noreferrer">https://github.com/mikkelrask/uaclaunchcontrol/releases/download/v0.2.1/uac-launch-control0.2.1amd64.deb" target="blank" rel="noopener noreferrer">uac-launch-control0.2.1amd64.deb (Ubuntu/Debian/Mint/PopOS)

    MacOS (Arm64): https://github.com/mikkelrask/uaclaunchcontrol/releases/download/v0.2.1/uac-launch-control-0.2.1.dmg" target="blank" rel="noopener noreferrer">uac-launch-control-0.2.1.dmg https://github.com/mikkelrask/uaclaunchcontrol/releases/download/v0.2.1/UAC-Launch-Control-0.2.1-arm64-mac.zip" target="blank" rel="noopener noreferrer">UAC-Launch-Control-0.2.1-arm64-mac.zip

  • v0.2.0February 3, 2026

    E1M0.2

    20260203_17h15m53s_grim

    E1M0.2 - App is now Electron ⚛️

    This is a major new release, since the entire wrapping of the app has been changed from being written in Rust with the Tauri framework, to the widely used Electron based build framework that uses javascript to do the cross-platform building possible, just like Tauri did before.

    But why make the switch, if they do the same? Well, starting out with Rust and Tauri was a foot-gun on my end to begin with. I have never made my own desktop application before, just as I've never really dabbed with Rust before. So that was two big "firsts" for an ambitious project, regardless of what it is.

    I was just drawn to the idea of a tiny install size that Tauri generally provides, and as we've all been told Rust is blazingly fast

    But that kinda falls apart when the webapp you want to mash into the Tauri application utilizes a locally running Node/Express API as its backend, and seeing that I from the get-go had a strict "no dependencies" policy (which is also kinda dumb, since it obviously still depends on whatever your favorite source port is, your wad files and so on 🤷), I also needed to actually jam nodejs into the application, making it exactly as big as any electron application is.. Since.. Well, "electron" is basically wrapping up a website in a node based application. Crudely simplified, of course.

    There was a ton of stuff that became unnecessarily complicated due to the fact that I had to use the Rust/Tauri part of the app to basically spawn an API with Node running in the background, to be able to show what essentially just is a website in an undecorated browser across the three major platforms. I won't get too much more into the details than I already am, but it was stuff like Windows spawning a cmd window where the other OS's worked just fine. I also had to create a custom tauri:// URI protocol for the app and the API to communicate through, like a sort of proxy. So even more "firsts".. And while it did work out, I just felt like it was too many side quests compared to what I actually wanted to be working on.

    Okay, but what else is new?

    Besides the somewhat big migration, only minor stuff have been looked at, so no big new features, or anything like that - the app should feel basically the same as before. These changes however make tackling the ambitious features I do have in mind for the project way easier. You can see the changes that went into this build in the full changelog below - but yeah, since the entire codebase is new, it at the same time also is the complete changelog.

    Full Changelog: https://github.com/mikkelrask/uaclaunchcontrol/commits/v0.2.0

    Fixes

    • Migrate application to Electron
    • When adding new mod to the modfilecatalogue via the file picker/open dialogue the UI wouldn't update/show the selected path in the inputs for these, making it unusable on Windows for some people, since the value of the path-input is what is stored in the game-instance json file.
    • When adding a new mod to the modfilecatalogue, the modfile type would not be recognized, and not be correct in the UI, and again that would be reflected on what is actually stored in the catalogue, if not manually set.
    • The settings set in the Settings are now actually used, rather than using hardcoded defaults.

    Next up

    • Not relying on a game instance's screenshot URL for UI. This will be downloaded, so that the app still looks pretty and functional, when being offline
    • Making it easier to add mods from your modfilecatalogue to existing gameinstances. Currently you can add additional modfiles to a game instance after it has been created, but it is currently just a input field for a full path, so no selecting between your existing ones, just as whatever you put in the input is not getting moved into your modfile catalog, making the game instance
    • Making the same image editable/can be switched out, and not require to manually edit the json file
    • Making the backend work more modular. Basically paths stored for game instances and modfiles should be relative, and only include the full path, when needed i.e when launching a game, which will then be concatenated by the settings combined with the game instance json, for example. This way I can send you my favorite custom modpack json file, and as long as you have the same mod files added to your modfilecatalogue it will just run OOTB.

    Please feel free to try out the new app and report any issues you might find in the issues tab.

  • app-v0.1.2May 14, 2025

    E1M0.1.2

    What's new?

    #2 - Use the Tauri Plugin Dialog Open
    • This lets users open a OS native file picker, to select new mod files
    • This modfile will be moved (copied) to the modsDirectory which is set in the app Settings (defaults to ~/.config/mrdoom/mods and modfiles are placed in a subdirectory called files)
    • Adds newly added modfiles to the ModFileCatalog for easier reuse of the same mode
    • Added a custom tauri:// protocol, that streams all data sent to and from the backend, and shows in the Tauri window

    Still to do:

    • Create and store the MD5 sum of all added mod files.
    • Export a mod instance/game, with and without the modfiles. (zip-format)
    • Import function of zips
    • Add tabs to Install page - Mod/Game | Mod file | Base Game
    Mod/Game would replace the current Install page Mod file is a dedicated tab for the ModFileSelector, where you don't have to actually create a new mod/game instance to add a Mod file to your ModFileCatalog Base game is for adding your own base game wads (i.e Hexen, Heretic, Freedoom, etc) This will then also be reflected on the sidebar, and base game picker on the Mod/Game install page, which currently assumes you to have (DOOM.wad, DOOM2.wad, TNT.wad, PLUTONIA.wad, freedoom.wad and freedoom2.wad)

    What's Changed

    Full Changelog: https://github.com/mikkelrask/mrdoom/compare/v0.1.2...app-v0.1.2

  • Pre-release
    E1M0.1.1May 7, 2025

    E1M0.1.1-pre-early-access-pre-alpha-rc

    Here's what actually works:

    • Create a new games library on first startup
    • Store general settings
    • Save new game instances*
    • Save changes to already created instances
    • Store mod-files (pk3,wad) information in modfile catalog
    • Launch games

    What doesn't work

    • The filepicker/open dialog in Settings/Install doesn't work. Only manually inputting the path or drag-n-drop from your file browser to the input
    • Move the files

    What's Changed

    New Contributors

    Full Changelog: https://github.com/mikkelrask/mrdoom/commits/app-v0.1.1