ZDoom questions
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Exactly. Also, I didn't want to set up the free look mouse feature globally in the
.ini
file, so I added+set freelook 1
to each of the BD launch scripts. Either way should work though. -
@mediamogul it sucks that you have to use mouse look. I have my apple iie keyboard configured to make controls easier but using arrow keys on it arent very easy.
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Let me tell you, it feels ODD to see yourself looking all around in a game you've associated with a locked view point for over twenty years.
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I have my apple iie keyboard configured to make controls easier but using arrow keys on it arent very easy.
That's how I originally played Doom when it first came out. I didn't like using the mouse then because there was little benefit by using it. Your point of view was locked horizontally so all the mouse did was push you around and I felt like I had more control using the
<
and>
keys for strafing. This was pre-WASD. I remember Half-Life being the first game I'd played that used WASD + mouse and I remembered feeling like I had finally found the best FPS controls! Where have you been all my life?Let me tell you, it feels ODD to see yourself looking all around in a game you've associated with a locked view point for over twenty years.
I remember the first time I used the source port Doom Legacy and I was able to look all the way up and all the way down (using the OpenGL version) and I was able to jump (which they added the grunt jump sound from Quake). Made for some fun deathmatches. I suddenly wanted to play Doom all over again! Also Doom is the grandfather of having community made maps, mods and total conversions!
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I was able to look all the way up and all the way down
It's surreal to be sure. It reminds me of when you become very familiar with an area and then are able to see it from above for the first time. It's almost like you're seeing it for the first time.
Also Doom is the grandfather of having community made maps, mods and total conversions!
I know I'm in the minority, but until 'Brutal Doom', I just never saw anything that interested me. I think I may have run the Barney mod back in the 90s and maybe the Star Trek. Now that I'm branching out a bit, maybe I'll try 'Doom Legacy'. Would you recommend it?
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I think I may have run the Barney mod back in the 90s and maybe the Star Trek.
Haha, I remember those!
Now that I'm branching out a bit, maybe I'll try 'Doom Legacy'. Would you recommend it?
I used Doom Legacy exclusively in 1998-2001 but then they slowed down and pretty much stopped development. They actually have started work on it again and just released a new version in December of 2016 but I haven't tried it.
Here is a good list of Doom source ports:
http://doom.wikia.com/wiki/Comparison_of_Doom_source_portsI've tried most of these on the list except Eternity, ReMooD and Zandronum. ZDoom is actually a good source port but it has recently been discontinued. GZDoom is the OpenGL fork of ZDoom but should still be in development. Doomsday is also a good source port (last updated a year ago). Skulltag is a great multiplay/deathmatch source port with built in unique game modes (like what's found in Unreal Tournament). Skulltag has also been discontinued but I believe someone has forked it and is continuing development.
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@backstander im just curious about something. Emulators are discontinued all the time as there is no need to further advance it. What is it that zdoom needs continued/advanced for? I have not followed doom ports enough to know what still needs fixing in zdoom.
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Emulators are discontinued all the time as there is no need to further advance it. What is it that zdoom needs continued/advanced for?
That is a good point. ZDoom is feature rich as it stands.
What is it that zdoom needs continued/advanced for? I have not followed doom ports enough to know what still needs fixing in zdoom.
I'm not really sure. It has been over 10 years since I followed Doom source ports and the only reason I'm playing Doom today is because it is on the Raspberry Pi. We did have to go back a version or two because the newest version of ZDoom's source code has some odd bugs.
Each source port will focus on improving some aspect of Doom. Chocolate Doom deliberately attempts to behave as identically as possible to the original "vanilla" Doom. I can remember ZDoom was known for its updated net code for deathmatch over the internet and LANs as well as Boom support. Doomsday and EDGE were working on the visual effects and atmosphere of the game. I always felt like Doom Legacy was the middle ground between deathmatch/net code and visual effects/atmosphere and it had OpenGL support (which ZDoom originally lacked). It also ran really fast on my 3dfx Voodoo graphics card at the time.
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@edmaul69 @mediamogul This is what I get in my log
Parameters:
Executing: /opt/retropie/ports/zdoom/zdoom +set fullscreen 1 /home/pi/RetroPie/roms/ports/doom/doom2.wad -file /home/pi/RetroPie/roms/ports/innocencex2/innocencex2.wad
ZDoom <unknown version> - - SDL version
Compiled on Feb 23 2017M_LoadDefaults: Load system defaults.
Gameinfo scan took 0 ms
Cannot find a game IWAD (doom.wad, doom2.wad, heretic.wad, etc.).
Did you install ZDoom properly? You can do either of the following:- Place one or more of these wads in ~/.config/zdoom/.
- Edit your ~/.config/zdoom/zdoom.ini and add the directories of your
iwads to the list beneath [IWADSearch.Directories]
So i decided to add this line in my zdoom.ini:
These are the directories to automatically search for IWADs.
Each directory should be on a separate line, preceded by Path=
[IWADSearch.Directories]
Path=.
Path=$DOOMWADDIR
Path=~/.config/zdoom
Path=/usr/local/share/doom
Path=/usr/local/share/games/doom
Path=/usr/share/doom
Path=/usr/share/games/doom
Path=/home/pi/RetroPie/roms/ports/doom/and whenever i try to launch it, it freezes on the "launching zdoom, press a to configure..." screen
I'm so clueless and desperate, it's getting on my nerves :/
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@mahcneto said in ZDoom questions:
/opt/retropie/ports/zdoom/zdoom +set fullscreen 1 /home/pi/RetroPie/roms/ports/doom/doom2.wad -file /home/pi/RetroPie/roms/ports/innocencex2/innocencex2.wad
Something I see off the bat is the lack of
-iwad
argument before your iwad in the launch command. It should read:/opt/retropie/ports/zdoom/zdoom +set fullscreen 1 -iwad /home/pi/RetroPie/roms/ports/doom/doom2.wad -file /home/pi/RetroPie/roms/ports/innocencex2/innocencex2.wad
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@mediamogul oh i jus copied the info in the tutorial and it had no iwad argument:
The nano text editor will open, where you will now add the following to the text edit field.
zdoom = "/opt/retropie/ports/zdoom/zdoom +set fullscreen 1 /home/pi/RetroPie/roms/ports/doom/doom2.wad -file /home/pi/RetroPie/roms/ports/darkesthour/DarkHour.wad"`
default="zdoom" -
@mediamogul yup i saw that too.
@mahcneto The ini pwad thing you are trying never worked for me. I would remove them. If you put all your wads in your ports doom folder i will post any complete emulators.cfg for any doom game/mod for you. You just have to make sure you have all the files that are in the configs i post.
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@mahcneto read my last post. Also remove the ' that is at the end of the config.
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@mediamogul what is the purpose of +set fullscreen 1? I get fullscreen as it is without it.
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@edmaul69 just put all my iwads and pwads in the ports/doom/ folder and copied your codes from your previous post and it just load the iwad but no the pwad
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@mahcneto which one did you try?
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@mahcneto you need to look at my config. If i call the pwad file something different than you, then you need to make a change in the config. Also remember caps and lowercase.
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@edmaul69 said in ZDoom questions:
@mediamogul what is the purpose of +set fullscreen 1? I get fullscreen as it is without it.
RetroPie running on X11.
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oh i just copied the info in the tutorial and it had no iwad argument
I hate that it worked against you, but it's good that any mistakes are being caught so early after being posted for everyone else who follows. Thanks for being the guinea pig here. It's corrected now.
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Got another wad and pk3 files working! So it might be an issue that certain mods just doesn't work?
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