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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
d80816a0d9
* Fix issues in ILLUSORY/ilusory1 Added some compatibility patches for Illusions of Home E1M6, E3M4, and E3M7 (this fixes minor issues to all of these maps) E1M8 requires a MAPINFO of some sort to have work correctly in the state it's in, unfortunately. * Minor tweak to ILLUSORY/ilusory1 fix Didn't need the activation reset as it was already set to begin with. * Made the fixes consistent Made the fixes consistent with the rest of the fixes for the other WADs already in this file |
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cmake | ||
docs | ||
fm_banks | ||
libraries | ||
soundfont | ||
specs | ||
src | ||
tools | ||
unused | ||
wadsrc | ||
wadsrc_bm | ||
wadsrc_extra | ||
wadsrc_lights | ||
.appveyor.yml | ||
.gitattributes | ||
.gitignore | ||
.travis.yml | ||
CMakeLists.txt | ||
LICENSE | ||
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
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.