DZDoom
From DoomWiki.org
DZDoom | |
Codebase | GZDoom 1.9.1 |
---|---|
Developer(s) | Team GEC (Chris194, Erick194 & Gerardo194) |
Initial release | v1 (2018-12-09, 6 years ago) |
Latest release | v2 (2018-12-17, 5 years ago) |
Development status | Active |
Written in | C++ |
Target platform | Cross-Platform |
Available in | English (United States) |
License | Doom Source License, 3-clause BSD license, others |
Website | Doomworld forums thread |
DZDoom (also called GEC: Master Edition) is a fork of the GZDoom source port by Team GEC, which consists of Erick Vásquez García (Erick194), his brother Gerardo Vásquez García (Gerardo194), and Chris194. It is based off GZDoom 1.9.1.
Although it can be used as a general port, it specifically focuses on improving the rendering compatibility of the following games: Doom (PlayStation), Final Doom (PlayStation) and Doom 64 providing a more authentic and accurate experience. It gets its inspiration from Doom64 EX, reimplementing many elements from it.
In order to support the new features implemented in their port, a custom fork of GZDoom Builder is used which supports all of Doom 64's and PlayStation Doom's features, including custom colored lighting. This was later released separately as Doom Builder PSX.
History[edit]
A port of the PlayStation version of Doom to PC was teased on July 18, 2016. Development was officially announced on May 15, 2017 in a Doomworld thread titled: "PSXDOOM / PSXFINALDOOM / DOOM64 on Gzdoom [GEC] Master Edition."[1]. Erick194 sought to implement the exact behavior of both Doom 64 and PlayStation Doom, to the point of exact damage flashes.
On December 10, 2018, development was complete and it was released. An additional update was released on December 17, 2018. A name change to DZDoom was announced on December 30, 2019 and was to be formalized, but due to Team GEC being busy with projects such as PlayStation Doom: Master Edition, this did not occur.
Features[edit]
- All features from ZDoom 2.8.1 and GZDoom 1.9.1 (ACS, etc)
- OpenGL 2.0 based renderer
- Gradient lighting as seen in Doom 64
- Sector coloring for Doom 64 (sector coloring was introduced in GZDoom 2.4.0)
- Fog rendering (Doom 64)
- Colored lighting as seen in Doom for the PlayStation
- Exact damage flashes (Doom 64/PlayStaton Doom)
- Maps are converted to UDMF with a specialized converter
- Correct music support for the soundtracks by Aubrey Hodges
Future[edit]
The port will move to a new codebase and will actively be marketed as DZDoom from there on out. Current progress includes investigating the LZDoom source port for consideration. At release, the port will be known as DZDoom or DarkZDoom in full.
Trivia[edit]
- Erick194 showed off a port to GZDoom 3.0.1 in this post on June 4, 2017, but this was not further pursued.
External links[edit]
- DZDoom v2 data files, hosted at MediaFire
- DZDoom v2 source code, hosted at MediaFire
- DZDoom v1 source code, hosted at MediaFire
- Development thread at Doomworld
- DZDoom at the ZDoom wiki
References[edit]
Source code genealogy | ||
---|---|---|
Based on | Name | Base for |
GZDoom 1.9.1 | DZDoom | Active |