uzdoom i a community fork of gzdoom that aims to be much better

        • dbtng@sh.itjust.works
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          3 hours ago

          ZDOOM is the DOOM we’ve all been playing for a really long time now.
          Few even remember that the original release of DOOM was not full 3D. It was 2.5 dimensions. You couldn’t look up and down or jump. In fact, that’s where rocket-jumping came from, as it was the only way to go vertical.

          ZDOOM was a backport of the z-axis code from Quake back into the DOOM engine. It enabled full 3D and dramatically enhanced the game. Carmack open-sourced DOOM code first, and then a couple years later Quake was open-sourced. The community did the rest.

          I’m an old DOOMer. I’m gonna download this UZDOOM and give it a whirl.

          • notptr@lemmy.cyberia9.org
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            2 hours ago

            Doom always had a z-axis you can find in the linux doom port on id software git repo.

            If you are talking about room over rooms and 3d floors that came from the build engine.

            Zdoom had a version that could play duke3d

            • dbtng@sh.itjust.works
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              17 minutes ago

              Original DOOM and DOOM II game engines were 2.5 D.
              You could not look up and down or jump.
              That is not to say that there was no z-axis in the maps themselves, but the game engine handled it in a simplified, flattened way.

              Its been a really, really long time since Quake z-axis code was backported to create zDOOM.
              You are a great example of people not realizing this.

          • jinwk00@sh.itjust.works
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            5 hours ago

            Aimed for heavily modding support to be specific

            There are other source ports which tend to:

            • Be as close as how it was intended while fixing critical issues (Chocolate Doom)
            • Modernize the framerate but keep the gameplay same and welcoming to new users (PrBoom Plus and its forks)
            • Make as ugly as possible (Doomsday)
    • wizardbeard@lemmy.dbzer0.com
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      8 hours ago

      It was probably the “gold standard” modern port of the OG DooM/DooM II/Hexen etc games. There are some other source ports made for multiplayer, some made for cranking the graphics up to 11, some made to ensure exact match to original engine behavior for speed running purposes, but GZDoom was kind of the standard the community had settled on that did enough of all of that to be good.

      There are full “boomer shooter” style indie games built off of it and the expanded features it offers, like 3D model support and greatly improved lighting. Then the lead dev went a little bonkers (I don’t know the specifics) and people forked it into this and have kept improving it.

      • L3ft_F13ld!@lemmy.dbzer0.com
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        4 hours ago

        If I remember right, they got kicked for using AI to code and being an absolute shit about it when they got caught. This is on top of past issues with their behaviour as well.

        I’m not a member of the Doom community at all, so this is just what I remember from when it happened.

        • notptr@lemmy.cyberia9.org
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          6 hours ago

          Not quite but close. Graf wasn’t working on gzdoom for a while and showed up just one day and push code to prod without the other devs knowing. Other devs found out it was LLM code and got upset and graf did graf shenanigans which was the ladt straw for the other devs and they forked it.

          Feel free to fork the project under a