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Experimental fork that tries out daring and cutting edge features. Forked from here - https://github.com/zdoom/gzdoom
102d2647d3
This was implemented in a way that made it entirely impossible to load Build resources and make them usable for modding. ZDoom had Build texture support for many years but the limitations the palette handling imposed made it impossible to use them. It wasn't usable for anything more than to load Build maps and have them display properly - a feature that had to be removed because it was irreparably broken already. With the forced palette override out of the way it should now be possible to implement loading of Build ART files as actually usable resources. |
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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.