ZDOOM on GS for Brutal Doom and other mods!

#1

Anyone tried to compile ZDOOM or Zandronum yet?
Would be nice to run some good DOOM2 wads and pk3 only available with these engines.

#2

Ok so obviously, what I wanted to do is play Brutal Doom and other mods working only through GZDOOM or ZDOOM…

And I succeeded in compiling zdoom and launch Brutal Doom. Its very playable but I believe that some settings must be changed to make it completely fluid.

Here is what I did:
Compiling zdoom:
1 - Download zdoom from here: https://github.com/rheit/zdoom
2 - Send it to /home/cpi/
3 - Unzip it: unzip zdoom-master.zip
4 - cd zdoom-master
5 - sudo cmake . *(the dot is important!!!)
6 - sudo make all

Preparing Doom wads and mods:
1 - Get doom.wad and doom2.wad
2 - Create a folder in /home/cpi/games/ and put your wads in there. I named mine WADS
3 - Download Brutal Doom: https://www.moddb.com/mods/brutal-doom/downloads/brutal-doom-v20-legacy-edition
4 - Move brutalv20b.pk3 to your wads folder
5 - Create a folder in /home/cpi/launcher/Menu/GameShell/20_Retro Games/. I named mine DOS WADS
6 - Create a launch script in your DOS WADS folder, name it Brutal Doom.sh
7 - Put this in it: /home/cpi/zdoom-master/zdoom -iwad /home/cpi/games/WADS/doom2.wad -file /home/cpi/games/WADS/brutalv20b.pk3
8 - Reboot your GameShell
9 - Try to launch Brutal Doom and the exit from it.
10 - Open /home/cpi/.config/zdoom/zdoom.ini
11 - Change the resolution on lines 133 and 134 to vid_defheight=240 and vid_defwidth=320

Finally, set your controller settings in-game and do not forget to set your Lightkey to use Look Up and Look Down, you will need it!

Everything should work!
If anyone have a better way to do all this I welcome you to share your method! :slight_smile:
There might be a repo out there… sudo apt-get install zdoom would be easier…

2 Likes
#3

thanks for the tuto

( instead of download zip from git repo you could directly clone it
also with not directly use gzdoom source ?
git clone https://github.com/coelckers/gzdoom.git --depth 1 && cd gzdoom
in general with cmake we mkdir a build folder before
mkdir build && cd build && cmake .. && make -j4
)

there is a repo, it need packages :- )

ok after some compile time & packaging seem latest release only support opengl >= 3.3

release note of 3.7.2 version seem the last containing “vintage” support for gl2

edit 37 > https://zdoom.org/Changelog/8ab68264c/files

08-Jun-2018 (Friday) at 12:12:06 CDT by Christoph Oelckers

  • removal of all code to handle OpenGL 2. From this commit on the main build of GZDoom will be OpenGL 3.3 or higher.
#4

Hey thanks m8! I am always happy when I learn something, I am still new to compiling stuff.
Yeah I tried compiling from the gzdoom source at first but when I launched games the screen was in opengl mode and only displaying a gradient from red to green… Yes cloning the git is way easier, this is good. I will try your method right away. :slight_smile:

What is --depth 1 for? Is it to include changes and commit?

I am unable to compile the 3.7.2 version… Did you managed it?

#5

–depth 1 only download current code without all the history

for checkout commit of 3.7.2 i was need to remove --depth 1

it compiled fine (need add swap file) but there is no texture drawed as your test :confused:

i check trigger a bit the conf file without succes for now …

to compile :

git clone https://github.com/coelckers/gzdoom.git && cd gzdoom
git checkout 1455111ddca7142f97694047a540ce8c1bf4fa8f
mkdir build && cd build && cmake .. -DCMAKE_BUILD_TYPE=Release && make -j4

#6

Same for me. It seems to try to launch in open-gl mode.
There must be a way to launch in software mode…

#7

software mode seem be enable by adding +vid_rendermode 0 to the command line or in .ini but does the exact same effect, no textures, it’s undocumented but can be found here https://github.com/coelckers/gzdoom/blob/master/src/v_video.h and into some forum answer, so it’s not work or it’s internal and gzdoom still use hardware for main screen blit ?

we may try change texture format like the doc say it here https://zdoom.org/wiki/Texture_options
but cannot found this flag in current conf file

i think we need fresher lima driver … i try switch the gs into fbturbo driver does not change anything, gl seem start in lima mode anyway like gzdoom output suggest :

GZDoom g3.5pre-44-g1455111dd - 2018-06-14 22:57:08 +0200 - SDL version
Compiled on Apr 14 2019

M_LoadDefaults: Load system defaults.
W_Init: Init WADfiles.
 adding /usr/local/share/games/doom/gzdoom.pk3, 626 lumps
 adding /usr/local/share/games/doom/zd_extra.pk3, 132 lumps
 adding /usr/share/games/doom/freedm.wad, 3342 lumps
I_Init: Setting up machine state.
I_InitSound: Initializing OpenAL
  Opened device ALSA Default
  EFX enabled
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
script parsing took 1009.15 ms
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
Adding dehacked patch freedm.wad:DEHACKED
Patch installed
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading custom status bar definition.
===========================================================================
This is FreeDM, the free content deathmatch FPS.

FreeDM is freely redistributable under the terms of the modified BSD
license. Check out the Freedoom website for more information:

    https://freedoom.github.io/
============================================================================
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
Using video driver x11
GL_VENDOR: lima
GL_RENDERER: Mali400
GL_VERSION: 2.1 Mesa 18.3.0 (git-0a153b2aae) (Compatibility profile)
GL_SHADING_LANGUAGE_VERSION: 1.20

Max. texture size: 4096
Max. texture units: 16
Max. varying: 48
Resolution: 320 x 240
libWildMidi(_WM_InitReader:52): ERROR Unable to load  (No such file or directory)
gzdoom: Unable to load sound font
Unable to create FluidSynth MIDI device. Falling back to OPL
#8

I will try to contact the gzdoom team this week and ask them for help.
Anyway, right now, Brutal Doom, and Brutal Wolfenstein work ok with the version of zdoom I used in my first tutorial. I’ll post back when I get answers.