# ZDOOM on GS for Brutal Doom and other mods!

**URL:** <https://forum.clockworkpi.com/t/zdoom-on-gs-for-brutal-doom-and-other-mods/3400>\
**Category:** Games\
**Created:** [April 12, 2019, 9:44pm UTC](https://forum.clockworkpi.com/t/zdoom-on-gs-for-brutal-doom-and-other-mods/3400 "2019-04-12T21:44:47Z")\
**Posts on this page:** 11\
**Page:** 1

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**Author:** ![Lix](https://yyz1.discourse-cdn.com/flex029/user_avatar/forum.clockworkpi.com/lix/32/3394_2.png) [@Lix](https://forum.clockworkpi.com/u/Lix)\
**Post date:** [April 12, 2019, 9:44pm UTC](https://forum.clockworkpi.com/t/zdoom-on-gs-for-brutal-doom-and-other-mods/3400/1 "2019-04-12T21:44:47Z")

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

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**Author:** ![Lix](https://yyz1.discourse-cdn.com/flex029/user_avatar/forum.clockworkpi.com/lix/32/3394_2.png) [@Lix](https://forum.clockworkpi.com/u/Lix)\
**Post date:** [April 13, 2019, 3:52pm UTC](https://forum.clockworkpi.com/t/zdoom-on-gs-for-brutal-doom-and-other-mods/3400/2 "2019-04-13T15:52:58Z")

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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](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](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! 🙂  
There might be a repo out there… sudo apt-get install zdoom would be easier…

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**Author:** ![r043v](https://yyz1.discourse-cdn.com/flex029/user_avatar/forum.clockworkpi.com/r043v/32/672_2.png) [@r043v](https://forum.clockworkpi.com/u/r043v)\
**Post date:** [April 14, 2019, 9:13am UTC](https://forum.clockworkpi.com/t/zdoom-on-gs-for-brutal-doom-and-other-mods/3400/3 "2019-04-14T09:13:24Z")

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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](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.

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<div class="post-metadata">

**Author:** ![Lix](https://yyz1.discourse-cdn.com/flex029/user_avatar/forum.clockworkpi.com/lix/32/3394_2.png) [@Lix](https://forum.clockworkpi.com/u/Lix)\
**Post date:** [April 14, 2019, 12:20pm UTC](https://forum.clockworkpi.com/t/zdoom-on-gs-for-brutal-doom-and-other-mods/3400/4 "2019-04-14T12:20:52Z")

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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. 🙂

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?

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**Author:** ![r043v](https://yyz1.discourse-cdn.com/flex029/user_avatar/forum.clockworkpi.com/r043v/32/672_2.png) [@r043v](https://forum.clockworkpi.com/u/r043v)\
**Post date:** [April 14, 2019, 2:19pm UTC](https://forum.clockworkpi.com/t/zdoom-on-gs-for-brutal-doom-and-other-mods/3400/5 "2019-04-14T14:19:17Z")

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–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 😕

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`

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<div class="post-metadata">

**Author:** ![Lix](https://yyz1.discourse-cdn.com/flex029/user_avatar/forum.clockworkpi.com/lix/32/3394_2.png) [@Lix](https://forum.clockworkpi.com/u/Lix)\
**Post date:** [April 14, 2019, 4:02pm UTC](https://forum.clockworkpi.com/t/zdoom-on-gs-for-brutal-doom-and-other-mods/3400/6 "2019-04-14T16:02:46Z")

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

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<div class="post-metadata">

**Author:** ![r043v](https://yyz1.discourse-cdn.com/flex029/user_avatar/forum.clockworkpi.com/r043v/32/672_2.png) [@r043v](https://forum.clockworkpi.com/u/r043v)\
**Post date:** [April 14, 2019, 5:26pm UTC](https://forum.clockworkpi.com/t/zdoom-on-gs-for-brutal-doom-and-other-mods/3400/7 "2019-04-14T17:26:21Z")

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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](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](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
```

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<div class="post-metadata">

**Author:** ![Lix](https://yyz1.discourse-cdn.com/flex029/user_avatar/forum.clockworkpi.com/lix/32/3394_2.png) [@Lix](https://forum.clockworkpi.com/u/Lix)\
**Post date:** [April 14, 2019, 7:44pm UTC](https://forum.clockworkpi.com/t/zdoom-on-gs-for-brutal-doom-and-other-mods/3400/8 "2019-04-14T19:44:14Z")

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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.

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**Author:** ![noahbechtel](https://yyz1.discourse-cdn.com/flex029/user_avatar/forum.clockworkpi.com/noahbechtel/32/2461_2.png) [@noahbechtel](https://forum.clockworkpi.com/u/noahbechtel)\
**Post date:** [May 17, 2019, 6:41am UTC](https://forum.clockworkpi.com/t/zdoom-on-gs-for-brutal-doom-and-other-mods/3400/9 "2019-05-17T06:41:04Z")

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Anyone else having issues with sound? I’m getting no audio whatsoever over multiple wads and pk3s. Any suggestions?

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<div class="post-metadata">

**Author:** ![r043v](https://yyz1.discourse-cdn.com/flex029/user_avatar/forum.clockworkpi.com/r043v/32/672_2.png) [@r043v](https://forum.clockworkpi.com/u/r043v)\
**Post date:** [May 17, 2019, 8:56am UTC](https://forum.clockworkpi.com/t/zdoom-on-gs-for-brutal-doom-and-other-mods/3400/10 "2019-05-17T08:56:15Z")

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use openal for audio, you will need to install a soundfont to play midi with selection of timidity or fluidsynth in config

i got a working build & config (but only a pretty old brutal doom work) i need package it.

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<div class="post-metadata">

**Author:** ![noahbechtel](https://yyz1.discourse-cdn.com/flex029/user_avatar/forum.clockworkpi.com/noahbechtel/32/2461_2.png) [@noahbechtel](https://forum.clockworkpi.com/u/noahbechtel)\
**Post date:** [May 17, 2019, 2:55pm UTC](https://forum.clockworkpi.com/t/zdoom-on-gs-for-brutal-doom-and-other-mods/3400/11 "2019-05-17T14:55:06Z")

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Hey thanks for the quick reply, I manually downloaded the audio dependancies that weren’t found when building, and just grabbed my soundfont from my gzdoom build on my mac. Runs great with the august release!
