Julian Nechaevsky Developer of the Russian Doom source port, which has been used as a base for GZDoom’s Russian translation. He has been instrumental on assisting with fixing a lot of GZDoom bugs, particularly with non-Windows platforms, and also for the wtfi.exe utility which allows GZDoom to run properly with the broken drivers on older Intels on Windows 10. Alexey Lysiuk Creator of the original GZDoom-Mac project, which was later ported over and merged into to GZDoom proper. Greg Lewis Released his DeHackEd source, without which adding DeHackEd support would have been much harder. Bernd Kreimeier Packaged up id’s Linux code for the initial source release. Kostov For organizing GZDoom’s Russian translation and developing Unicode-based fonts for the port’s other translations. Portions of MBF were used in ZDoom, primarily to fix Boom bugs. Lee Killough For all his brilliant work on both Boom and later MBF. Simon Howard Creator of the SMMU and Chocolate Doom source ports, allowed code from both of them to be used in ZDoom. Marisa “Randi” Heit For creating ZDoom and maintaining it for nineteen years. James Haley Creator of the Eternity Engine source port, helped design the specifications for the Universal Doom Map Format and allowed the use of some parts of his advanced polyobject code to be used in ZDoom. Daniel “Tormentor667” Gimmer Graphic design and initial mockup of the new website. Martin Collberg Creator of the Cajun Bot. Brad Carney Creator of the Skulltag source port, whose code has also been used in many places throughout ZDoom. Also the lead developer of Zandronum (and formerly, Skulltag), from which some code has been used. Benjamin Berkels Major contributions to GZDoom’s model code, and also helped integrate the texture resampling code. Sebastien Bacquet Created qmus2mid which was used to determine the structure of DOOM’s MUS lumps so that the game would have music. Keeps afloat and helped spearhead the recent site upgrades. Rachael Alexanderson Creator of the QZDoom source port which merged in Norddahl’s True-color software renderer in with GZDoom. Xaser Acheron Development and support of the new website. Information about Boom can be found on the Doom Wiki at. Team TNT / Chi Hoang Responsible in one way or another for Boom, which provided a significant codebase for ZDoom. Raven Software Portions of Heretic and Hexen were used in ZDoom. Some of the functions from their Quake2 game DLL source were also used. id Software / John Carmack These are the people who developed Doom and later released the source code for the Linux port. Walk over/under monsters and other things.Support for the Bloodbath announcer from the classic Monolith game Blood.Up to 8 player network games using UDP/IP, including team-based gameplay.Full-featured joystick/gamepad support under Windows.Jumping, crouching, swimming, and flying.Several softsynths for MUS and MIDI playback, including an OPL softsynth for an authentic “oldschool” flavor.More texture formats: PNG and JPEG are both useable for artwork.More sound formats: FLAC and WAVE can both be used for sound effects.More music formats: Ogg Vorbis, MOD, XM, IT, S3M, MIDI, and MP3 as well as old-fashioned MUS all work.Many, many extensions to ACS that were not present in Hexen.Custom monsters, weapons, items, player classes, and other entities.Advanced polyobjects free from the restrictions of their original implementation in Hexen.Many more all-new editing features such as:.Features complete translations of Doom, Heretic, Hexen, Strife and other games into over ten different languages with Unicode support for Latin, Cyrillic, and Hangul so far.Supports most of the Boom editing features.Supports all the editing features of Hexen.Can play all Doom engine games, including Ultimate Doom, Doom II, Heretic, Hexen, Strife, and more.If you have Mac or Linux, it works with that too. It runs well under all modern versions of Windows, from Windows Vista to Windows 10.Why would I want to use ZDoom instead of regular Doom?Ĭonsider all these features that ZDoom has that are not found in the standard Doom originally released by id: Its successor ports GZDoom and QZDoom are now maintained by Christoph Oelckers, Alexey Lysiuk, Magnus Norddahl, Rachael Alexanderson, and Braden Obrzut. ZDoom was originally created by Randi Heit using id Software’s and various others’ sources. GZDoom and its descendants from version 3.0.0 on are licensed GPL and are subject to the terms and restrictions of the new license. No profit may be made from the sale of it. Older ZDoom ports may be used and distributed free of charge. It runs on Windows, Linux, and OS X, and adds new features not found in the games as originally published by id Software. ZDoom is a family of enhanced ports of the Doom engine for running on modern operating systems.
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