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Taking a look into the Doom + Doom 2 that was announced and made available I've did some research on what makes it different.
Aside from running on the KEX engine from Nightdive Studios, it has a n…
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A new remaster, a new episode, and a new format. I'm sure you guys have heard the news already. You can learn more about the info collected so far on ID24 format [here](https://doomwiki.org/wiki/ID24)…
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Out of curiosity I tried running this DOS Doom port on [the new Legacy of Rust release](https://www.gog.com/en/game/doom_doom_ii), but did not quite work:
![Screenshot 2024-08-13 19-28-25](https://…
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Main goal of this feature request is to untie hands of mappers that is sticking with such map formats like **Boom** and/or **MBF21** by letting them to use ambient sounds.
There were an idea of abi…
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### GZDoom version
GitHub version 4.12.2
### Which game are you running with GZDoom?
Doom 2
### What Operating System are you using?
None
### Please describe your specific OS version…
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**Describe the bug**
I'm not sure why, but Odamex really does not like this specific MBF21 map. I used to be able to play the first arena, where at some point, the player just randomly died.
But n…
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This is also DSDA-Doom and MBF21 spec issue.
Bug report: [[doomworld]](https://www.doomworld.com/forum/topic/133538-special-247-boom-vs-mbf21-behavior-oddity/), test WAD: [scrolltest.zip](https://g…
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Basically, for some reason that I cannot figure out by looking at the code, if you call either of the mbf21 projectile functions, A_MonsterProjectile or A_WeaponProjectile with a projectile that does …
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WAD engine is too confusing for newbies and I don't think most understand the difference between e.g. Doom II and GZDoom, so split it into basic and advanced:
Basic would ask "What source port did …
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It would be nice, if you could port the compatibility levels from the DSDA-Doom to this source port for better mods and demo support.
PS. Is "_Blood amount now scales with the amount of damage deal…