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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
c12c068355
- added the missing handler for reading Timidity configs from the lump directory. - fixed incomplete init of the GUS synth when no soundfont can be located. - fixed bad initialization of WildMidi sampling frequency. It would default to 11.025 kHz if no valid rate was set. Now it will use the sound device's native frequency. |
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bzip2 | ||
cmake | ||
docs | ||
dumb | ||
game-music-emu | ||
gdtoa | ||
jpeg-6b | ||
lzma | ||
soundfont | ||
specs | ||
src | ||
tools | ||
wadsrc | ||
wadsrc_bm | ||
wadsrc_extra | ||
wadsrc_lights | ||
zlib | ||
.appveyor.yml | ||
.gitattributes | ||
.gitignore | ||
.travis.yml | ||
CMakeLists.txt | ||
README.md |
Welcome to GZDoom!
GZDoom is a modder-friendly OpenGL source port based on the DOOM engine
Copyright (c) 1998-2018 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 3DGE team for allowing us to use her README.md as a template for this one.
Licensed under the GPL v3 (or greater)
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.