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GZDoom is a feature centric port for all Doom engine games, based on ZDoom, adding an OpenGL renderer and powerful scripting capabilities

Home Page: http://gzdoom.drdteam.org

License: GNU General Public License v3.0

CMake 0.47% C 14.49% Objective-C 0.12% C++ 75.78% Objective-C++ 0.42% GLSL 0.36% Yacc 0.62% Roff 0.02% HTML 0.13% Shell 0.01% ZenScript 6.98% Python 0.01% SWIG 0.02% M4 0.57% JavaScript 0.01%

gzdoom's People

Contributors

3saster avatar alexey-lysiuk avatar blue-shadow avatar blzut3 avatar cacodemon345 avatar cmbruns avatar coelckers avatar devnexen avatar doom2fan avatar dpjudas avatar drfrag666 avatar edward-san avatar edward850 avatar fishyclockwork avatar gaerzi avatar gutawer avatar guynamederick avatar k0stov avatar kcat avatar kevans91 avatar leonard2 avatar madame-rachelle avatar majorcooke avatar marrub-- avatar mmaulwurff avatar nashmuhandes avatar ordinarymagician avatar rheit avatar talon1024 avatar wohlstand avatar

gzdoom's Issues

Create package.mk

Integrate with 351ELEC build system.

We probably can remove the need to compile for host system first if we commit the generated files. Files for gdtoa need to be generated on target system, so that's a PITA anyway.

Better toolchain setup

The setup_toolchain script is a barely working mess. Find a better way to set this up.

Some sound don't play

In classic WADs all seems fine. But Brutal Doom doesn't play all sounds. Probably only some sound formats have issues.

libmpg123 is mad:

Note: Illegal Audio-MPEG-Header 0x9c00f000 at offset 6014.
Note: Trying to resync...
Note: Skipped 1024 bytes in input.
[/home/user/351ELEC/build.351ELEC-RG351P.aarch64-dev/mpg123-compat-1.25.10/src/libmpg123/parse.c:1273] error: Giving up resync after 1024 bytes - your stream is not nice... (maybe increasing resync limit could help).

It may not be libmpg123's fault at all. Interestingly the Windows version sounds similar if libsndfile is missing.

Long startup time

Takes a long time to startup due to shader compilation.

See if we need all these shaders or can remove some.

Does shader cache work on GL ES at all?

No way to open menu

Seems opening the menu can't be bound to buttons in the options menu. Probably needs to be hardcoded to a button combo similar to how the escape key works on Desktop.

Workaround: Bind 'Exit To Main Menu' and 'Open Option Menu'.

SDL complains about unrecognized keys

All buttons seem to work, but SDL complains:

INFO: The key you just pressed is not recognized by SDL. To help get this fixed, please report this to the SDL forums/mailing list <https://discourse.libsdl.org/> EVDEV KeyCode 309

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