Difference between revisions of "GZDoom"
From DoomWiki.org
[checked revision] | [checked revision] |
(Major overhaul, trivia section.) |
m (Minor tweaks) |
||
Line 12: | Line 12: | ||
|repourl = [https://github.com/coelckers/gzdoom GitHub] | |repourl = [https://github.com/coelckers/gzdoom GitHub] | ||
}} | }} | ||
− | '''GZDoom''' is a [[ZDoom]]-based port which is maintained by [[Christoph Oelckers (Graf Zahl)]]. It was first released on | + | '''GZDoom''' is a [[ZDoom]]-based port which is maintained by [[Christoph Oelckers (Graf Zahl)]]. It was first released on {{timeline|2015|August 30, 2005}} and runs in Linux and Windows. Its development was temporarily halted on April 14, 2010, with development resuming in 2014. |
==History== | ==History== | ||
− | On January 19, 2008, development of the port was put on hold until another official release of ZDoom is made, due to highly extensive changes to the ZDoom renderer (which consequently require extensively changing the | + | On January 19, 2008, development of the port was put on hold until another official release of ZDoom is made, due to highly extensive changes to the ZDoom renderer (which consequently require extensively changing the {{wp|OpenGL}} rendering code for compatibility) coming more frequently than Graf Zahl could catch up. An official release of ZDoom was made on February 14, 2008, and version 1.1.0 of GZDoom was released shortly afterward incorporating the changes from that version. |
On April 14 2010, Graf Zahl announced on the [[Doomworld forums]] that development of GZDoom had halted. He stated his reasons as having no time to work on it, and that he was frustrated by numerous complaints about the port's lack of compatibility with ATI video cards. Graf Zahl took down the website and all its subfolders, making GZDoom temporarily unavailable except from its mirrors. The site has since been restored. | On April 14 2010, Graf Zahl announced on the [[Doomworld forums]] that development of GZDoom had halted. He stated his reasons as having no time to work on it, and that he was frustrated by numerous complaints about the port's lack of compatibility with ATI video cards. Graf Zahl took down the website and all its subfolders, making GZDoom temporarily unavailable except from its mirrors. The site has since been restored. | ||
− | In 2014, | + | In 2014, work on GZDoom's renderer resumed. Upon release of 2.0 on August 2, 2014, OpenGL 2.x support was dropped, as the renderer was rewritten to use OpenGL 3.x and OpenGL 4.4, albeit in compatibility mode. |
==Features== | ==Features== | ||
* All ZDoom features | * All ZDoom features | ||
* Rudimentary support for [[Doom Legacy]] (To run existing Legacy mods like [[Ni'mRoD:IXNAY on the HOMBRE]]) | * Rudimentary support for [[Doom Legacy]] (To run existing Legacy mods like [[Ni'mRoD:IXNAY on the HOMBRE]]) | ||
− | * | + | * OpenGL renderer, allowing the following features: |
** Full [[3D floor]]s (including [[slope]]s) | ** Full [[3D floor]]s (including [[slope]]s) | ||
** Reflective floors | ** Reflective floors | ||
** Dynamic lights, brightmaps, glowing flats, custom [[Wikipedia:GLSL|hardware shaders]] | ** Dynamic lights, brightmaps, glowing flats, custom [[Wikipedia:GLSL|hardware shaders]] | ||
− | ** | + | ** ''{{wp|Quake II}}''/''{{wp|Half-Life}}''-style [[skybox]]es in addition to regular ZDoom skyboxes |
** Optional High-quality (HQnX) rescaling filters for graphics, sprites and textures | ** Optional High-quality (HQnX) rescaling filters for graphics, sprites and textures | ||
** MD2, MD3 and DMD model support | ** MD2, MD3 and DMD model support | ||
==Trivia== | ==Trivia== | ||
− | * GZDoom was originally based on [[PrBoom]], with some added code from Doom Legacy. This version was never released.{{cite web|author=Graf Zahl|title=How do you learn how to build source ports?|url=https://www.doomworld.com/vb/post/1529367|publication=|publishdate= | + | * GZDoom was originally based on [[PrBoom]], with some added code from Doom Legacy. This version was never released.{{cite web|author=[[Christoph Oelckers (Graf Zahl)|Oelckers, Christoph]]|title=How do you learn how to build source ports?|url=https://www.doomworld.com/vb/post/1529367|publication=[[Doomworld Forums]]|publishdate=4 December 2015|accessdate=17 December 2015}} |
==External links== | ==External links== |
Revision as of 17:45, 17 December 2015
GZDoom | |
Codebase | ZDoom |
---|---|
Developer(s) | Graf Zahl |
Latest release | 4.11.3 (2023-10-26, 5 months ago) |
Development status | Active |
Written in | C++ |
Target Platform | Windows and Linux |
License | Doom Source License, 3-point BSD, others |
Website | forum.drdteam.org/viewforum.php?f=23 |
Source Repository
(Git) |
GitHub |
IRC Channel | Esper.net #zdoom |
GZDoom is a ZDoom-based port which is maintained by Christoph Oelckers (Graf Zahl). It was first released on August 30, 2005 and runs in Linux and Windows. Its development was temporarily halted on April 14, 2010, with development resuming in 2014.
History
On January 19, 2008, development of the port was put on hold until another official release of ZDoom is made, due to highly extensive changes to the ZDoom renderer (which consequently require extensively changing the OpenGL rendering code for compatibility) coming more frequently than Graf Zahl could catch up. An official release of ZDoom was made on February 14, 2008, and version 1.1.0 of GZDoom was released shortly afterward incorporating the changes from that version.
On April 14 2010, Graf Zahl announced on the Doomworld forums that development of GZDoom had halted. He stated his reasons as having no time to work on it, and that he was frustrated by numerous complaints about the port's lack of compatibility with ATI video cards. Graf Zahl took down the website and all its subfolders, making GZDoom temporarily unavailable except from its mirrors. The site has since been restored.
In 2014, work on GZDoom's renderer resumed. Upon release of 2.0 on August 2, 2014, OpenGL 2.x support was dropped, as the renderer was rewritten to use OpenGL 3.x and OpenGL 4.4, albeit in compatibility mode.
Features
- All ZDoom features
- Rudimentary support for Doom Legacy (To run existing Legacy mods like Ni'mRoD:IXNAY on the HOMBRE)
- OpenGL renderer, allowing the following features:
- Full 3D floors (including slopes)
- Reflective floors
- Dynamic lights, brightmaps, glowing flats, custom hardware shaders
- Quake II/Half-Life-style skyboxes in addition to regular ZDoom skyboxes
- Optional High-quality (HQnX) rescaling filters for graphics, sprites and textures
- MD2, MD3 and DMD model support
Trivia
- GZDoom was originally based on PrBoom, with some added code from Doom Legacy. This version was never released.[1]
External links
- GZDoom website (contains old versions of the port, see links below for newer releases)
- Compiled development builds for Windows at DRD Team
- GZDoom documentation at the ZDoom wiki
- GZDoom 2.0.05 / 1.8.10 download
References
- ↑ Oelckers, Christoph (4 December 2015). "How do you learn how to build source ports?" Doomworld Forums. Retrieved 17 December 2015.
Source code genealogy | ||
---|---|---|
Based on | Name | Base for |
ZDoom | GZDoom | GZ3Doom |
GZDoom for OS X | ||
PyDoom | ||
ScoreDoom | ||
Skulltag | ||
Tower of Babel |