Author Topic: GZDoom is the continuation of ZDoom and QZDoom engines for playing DOOM WADs  (Read 3026 times)

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GZDoom is the continuation of the (Discontinued) ZDoom and QZDoom engines for playing DOOM Type games' WAD files.

You need to provide your own game IWAD. If you do not have one already: you could try FreeDoom instead!

Or you can find .wad files to play with at these archives:
among many others ...


ZDoom now comes in multiple flavours! The primary port, GZDoom, sports advanced hardware (OpenGL) and enhanced software rendering capabilities, while its sister port QZDoom serves a test bed for new (stable) features.
Although the parent ZDoom codebase has been discontinued, the latest official release is available here for posterity.

GZDoom v3.6.0
Primary | 2018-10-10
Supports Systems:

Windows    (64-bit)
Windows    (Modern, 32-bit)
Windows    (Vintage, 32-bit)
Macintosh  (Intel, Modern)
Macintosh  (Intel, Vintage)
Ubuntu      (Modern, 64-bit)
Ubuntu      (Vintage, 64-bit)
Ubuntu      (Modern, 32-bit)
Ubuntu      (Vintage, 32-bit)
Source Code   (Modern)
Source Code   (Vintage)

QZDoom v2.1.0
Experimental | 2017-06-07
Supports Systems:

Windows         (64-bit)
Windows         (32-bit)
Macintosh       (Intel)
Ubuntu           (64-bit)
Ubuntu           (32-bit)
Ubuntu Mate   (ARM v7)
Source Code

ZDoom v2.8.1
Discontinued | 2016-02-21
Supports Systems:

Windows        (XP and up)
Macintosh      (Intel & PowerPC)
Ubuntu          (64-bit)
Ubuntu          (32-bit)
Source Code

About ZDoom

ZDoom is a family of enhanced ports of the Doom engine for running on modern operating systems. It runs on Windows, Linux, and OS X, and adds new features not found in the games as originally published by id Software.

Older ZDoom ports may be used and distributed free of charge. No profit may be made from the sale of it. 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.

ZDoom was originally created by Randi Heit using id Software's and various others' sources. Its successor ports GZDoom and QZDoom are now maintained by Christoph Oelckers, Alexey Lysiuk, Magnus Norddahl, Rachael Alexanderson, and Braden Obrzut.

Why would I want to use ZDoom instead of regular Doom?

Consider all these features that ZDoom has that are not found in the standard Doom originally released by id:

    It runs well under all modern versions of Windows, from Windows XP to the new Windows 10. If you have Mac or Linux, it works with that too.
    Can play all Doom engine games, including Ultimate Doom, Doom II, Heretic, Hexen, Strife, and more.
    Supports all the editing features of Hexen. (ACS, hubs, new map format, etc.)
    Supports most of the Boom editing features.

    Many more all-new editing features such as:
        Colored lighting.
        3D floors.
        Advanced polyobjects free from the restrictions of their original implementation in Hexen.
        Custom monsters, weapons, items, player classes, and other entities.
        High resolution textures and sprites.
        Translucency (regular and additive).
        Many, many extensions to ACS that were not present in Hexen.
        More music formats: Ogg Vorbis, MOD, XM, IT, S3M, MIDI, and MP3 as well as old-fashioned MUS all work.
        More sound formats: FLAC and WAVE can both be used for sound effects.
        More texture formats: PNG and JPEG are both useable for artwork.

    All Doom limits are gone.
    Several softsynths for MUS and MIDI playback, including an OPL softsynth for an authentic "oldschool" flavor.
    High resolutions.
    Quake-style console and key bindings.
    Free look (look up/down).
    Jumping, crouching, swimming, and flying.
    Full-featured joystick/gamepad support under Windows.
    Up to 8 player network games using UDP/IP, including team-based gameplay.
    Support for the Bloodbath announcer from the classic Monolith game Blood.
    Walk over/under monsters and other things.
« Last Edit: December 26, 2019, 11:20:01 PM by Software Santa »


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