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

    • dbtng@sh.itjust.works
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      4 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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        3 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

        • eyesaremosaics@lemmy.zip
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          47 minutes ago

          Yes, the key aspects of 2.5D are that two things cannot be on top of each other, the world is entirely described by a 2D map, along with a height value for each floor and each object (these are separate). Jumping and looking are just not features included in the original game, but they are not defining properties of 2.5D, they could have been coded in and still be 2.5D

          You can go up and down on lifts in doom, there is a height property that changes, and if you step off a ledge you fall in an arc to the ground. If an object is in front of the ledge somewhere at ground level you will collide with it even if you are higher, so eg if you are trying to jump across somewhere a mob far below can cut your jump short and you fall to the ground.

        • dbtng@sh.itjust.works
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          1 hour 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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        6 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)