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GZDoom is a feature centric port for all Doom engine games, based on ZDoom, adding an OpenGL renderer and powerful scripting capabilities
Armor was missing ARM2B0 light - reusing GREENARMOR2 since both of them have the blinky red thing. Armor bonus shouldn't have "dontlightself" because it's not coming out from under an opaque helmet anymore. Burning barrel has a yellow flame again. Mega, invulnerability and blur spheres now match their respective colours. Column is yellow now rather than green. Tall tech lamp should be red, at least if you consider the light source to be the big red thing on top. Blue keys now get their own definition instead of relying on the id blue health potion. Serpentipede balls are less red before exploding and more red after. Hatchlings have a distinct brighter glow when attacking. |
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specs | ||
src | ||
tools | ||
unused | ||
wadsrc | ||
wadsrc_bm | ||
wadsrc_extra | ||
wadsrc_lights | ||
wadsrc_widepix | ||
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CMakeLists.txt | ||
LICENSE | ||
options.checklist | ||
README.md |
Welcome to GZDoom!
GZDoom is a modder-friendly OpenGL and Vulkan source port based on the DOOM engine
Copyright (c) 1998-2022 ZDoom + GZDoom teams, and contributors
Doom Source (c) 1997 id Software, Raven Software, and contributors
Please see license files for individual contributor licenses
Special thanks to Coraline of the EDGE team for allowing us to use her README.md as a template for this one.
Licensed under the GPL v3
https://www.gnu.org/licenses/quick-guide-gplv3.en.html
How to build GZDoom
To build GZDoom, please see the wiki and see the "Programmer's Corner" on the bottom-right corner of the page to build for your platform.