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What is your Doom Engine(s) of choice?


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I use Chocolate DOOM for vanilla stuff. For limit removing, I mostly use ZDoom and DOOM RETRO, and sometimes PrBoom+.

I also occasionally use Risen3D and Doomsday.

For online, I use ZDaemon/Zandronum/ODAMEX.

Edit: Currently trying out and enjoying the Eternity Engine.

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ZDoom and Zandronum

They're both pretty good source ports.
ZDoom's better for expansive mods, but Zandro's got multiplayer support.

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soner du said:

I like Crispy Doom (a better-res vanilla port with some funky features), and I'm really waiting for a finalised version of Chocolate Doom gl-branch (I like both very high res and vanilla play).

When the gl-branch gets merged into Chocolate Doom and it is possible to do all the scaling and stretching (a) in hardware and (b) in truecolor, I am going to finish the Crispy Doom hicolor-branch.

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plums said:

Chocolate MBF

Aha, that explains it quite well.

The main issue I see with MBF (and even Boom itself, btw) is the inclusion of (probably!) unlicensed resources (mainly menu graphics and - in the case of MBF - the "friendly" dog sprites and sounds from Wolf3D). I have removed and worked around them in my Debian packaging of WinMBF, but this sacrifices the "-dogs" support. If it weren't for this, I believe I would have rather based my own port on WinMBF than on Chocolate Doom, but in the end who knows. :)

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fabian said:

The main issue I see with MBF (and even Boom itself, btw) is the inclusion of (probably!) unlicensed resources (mainly menu graphics and - in the case of MBF - the "friendly" dog sprites and sounds from Wolf3D). I have removed and worked around them in my Debian packaging of WinMBF, but this sacrifices the "-dogs" support.

Interesting, do you do dynamic generation of new menu idems from iwad menu text graphics then?

If you were interested, I bet I could whip up some GPL-compatible dog sprites. Can't promise that they'll be pretty, but they should at least look like a dog.

If it weren't for this, I believe I would have rather based my own port on WinMBF than on Chocolate Doom, but in the end who knows. :)

As cool as "Crispy Boom" would be, what really excited me about Crispy Doom in the first place was support for Hexen/Heretic, and eventually I hope that I can port some of the Crispy Doom features back to the other games, so I have to admit that I'm glad things worked out as they did.

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plums said:

Interesting, do you do dynamic generation of new menu idems from iwad menu text graphics then?


Nope, each menu item gets an alternative text that is displayed in the HU font if one of the menu graphics isn't found.

If you were interested, I bet I could whip up some GPL-compatible dog sprites. Can't promise that they'll be pretty, but they should at least look like a dog.

PrBoom+ already has some free dog sprites generated from Freedoom's worm monster. They are cool, but I generally dislike the idea of ports shipping their own resource PWAD files.

As cool as "Crispy Boom" would be, what really excited me about Crispy Doom in the first place was support for Hexen/Heretic, and eventually I hope that I can port some of the Crispy Doom features back to the other games, so I have to admit that I'm glad things worked out as they did.

I'd be more than happy to hire you as a co-developer - but you already are more or less just that. :)

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I use Chocolate Doom. Never tried Doom in multi. But I checked the Brutal Doom movies on YT. Pretty cool. So I will check Zandronum and GZDoom as they are the only ones compatible with it. Doom is the longest living game on Earth. 20+ years and still alive. Just a few years younger than me ;)

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