sfdoom

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Revision as of 06:10, 19 December 2019 by Redneckerz (talk | contribs) (Added detailed features list section taken directly from the text and added direct binary and source links. Unlike SMMU, there seems no mention of restriction on linking to these, but if this poses a problem, then those links can be removed.)


sfdoom (also called SF-Doom) is a source port created by Simon Howard (Fraggle) which was a forerunner of SMMU. It was derived from DOSDoom by Chi Hoang. It contained several features that would later be rewritten in SMMU, including a console, colored lighting, start map, and basic scripting. SMMU, though not directly derived from sfdoom, was intended as a rewrite of the project, and started out initially with the same name as its forerunner. After SMMU development was started, sf-doom was left abandoned.

Detailed list of new features

Note: Taken directly from SFDoom.txt

  • Translucency on various objects (imp fireballs etc) and on middle textures of 2-sided linedefs (temporary debug thing)
  • Coloured lighting through 6 new sector types (red, green, blue, 1/2 red, 1/2 green, 1/2 blue)
  • Console with several commands added including:
       -"name" - player name
       -"chasecam" - turn on chasecam
       -"autorun" - Autorun mode so you don't have to press shift :)
       -"respawnsuper" - Option to respawn super powerups (invis, invuln)
       -"map" - Change level ie. "map 23" warps to map23
       -"fov" - Change the field of view
  • New linedef types to let you activate console commands when you walk across linedefs.
  • Quake-style "start map",
  • Sound code from Boom

External links

  • SMMU webpage by Simon Howard; includes some information about sfdoom
  • sfdoom binary, 2nd release, released 5/2/1999, on Simon Howard's webpage
  • sfdoom source code, on Simon Howard's webpage
Source code genealogy
Based on
DOSDoom v0.2
sfdoom Base for
None