GZDoom is a feature centric port for all Doom engine games, based on ZDoom, adding an OpenGL renderer and powerful scripting capabilities
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gdtoa - we are using C++11 now, so all those old VC 2005 project files are of no use anymore. 2016-03-01 09:38:49 +01:00
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lzma Update LZMA SDK to version 17.01 2018-01-21 10:53:40 +01:00
soundfont - added a small default sound font that needs to be installed with the project. 2017-05-13 12:38:19 +02:00
specs - Update to UDMF spec. 2018-02-04 08:49:41 +01:00
src Added default values for BaseStatusBar.AttachMessage() arguments 2018-03-07 16:00:08 +02:00
tools - fixed a warning caused by the LZMA-SDK update. 2018-01-21 10:58:12 +01:00
wadsrc Added default values for BaseStatusBar.AttachMessage() arguments 2018-03-07 16:00:08 +02:00
wadsrc_bm - do the same for brightmaps, Doom's original ones also don't really match with Freedoom. 2017-01-01 12:19:15 +01:00
wadsrc_extra - new rocket smoke sprites by Talon1024. 2018-01-28 08:37:56 +01:00
wadsrc_lights - added light definition for megasphere. 2018-02-27 11:16:28 +01:00
zlib Updated zlib to version 1.2.8 2016-12-28 10:28:33 +01:00
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README.md - minor typo fix 2018-01-26 23:18:13 -05:00

Welcome to GZDoom!

Build Status Build Status

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.