Sorry for necropost, but I couldn't figure this out when trying to set SW renderer on start without having to use the setup, so I will share my experience with the (as of now) latest EDuke32 - r10619
First, I don't even have Polymer support built-in for my linux build, I have really no use for it, I don't use texture packs. Heck, I don't even use skyboxes for Duke3D (I do for Shadow Warrior) as it also tends to
misbehave when a certain map/mod has a different opinion about the sky used.
I generally use to start the base game with the "-j" switch which points to a directory where DUKE3D.GRP, DUKE.RTS and autoexec.cfg files are (plus my small fixes in another grp).
Autoexec.cfg has everything already set-up, no need to fiddle with anything when running the game for the forst time, just as I like it.
Problem is, that some mods require a bit different settings here and there and some just require SW renderer to look and work as they are meant to. For the life of me I couldn't get that done properly.
In current rev (10619), "setrendermode" "3" in autoexec.cfg will just give a SIGSEGV on start..
BUT:
vidmode "2560" "1440" "32" "1"
will work as expected. Since I don't have Polymer built-in, it automatically selects Polymost with the "32" argument. And so if I have an autoexec.cfg in another
mod dir I can just have this line in it:
vidmode "2560" "1440" "8" "1"
and it works just as expected, meaning it automatically selects "Classic" aka SW renderer and all the other necessary changes I have in the autoexec file, while inheriting the rest from the general settings.cfg, which in turn gets populated with stuff present the general autoexec.cfg.
Still a bit "dicky" as OP used the word, but still fine. Raze's default way of including all directories in search and inability to use something similar to EDuke32's "-j" switch is much worse beast to cope with.