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Old 05-09-2015, 05:54 PM   #1
dugan
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How To Set Up DOOM


Applies to Ultimate DOOM, DOOM 2, Heretic and Hexen: all of which can be played with the same source ports.

I really, really wanted to revisit doom. Now, I was a huge DOOM fan from the time it was announced (yes, that's announced, not released) to about 10 years after that. I played through Hell Revealed on Ultra-Violent, and if you're a DOOM fan, you'll know what that means. I'm not enough of a purist to choose Chocolate DOOM (DOOM is IMHO better when played at a high resolution), but I'm enough of purist not to choose mods that either change the gameplay at all, or that change instead of enhancing what I see as the spirit of the original design.

I built GZDoom with FluidSynth support and set it up as follows:

In the Texture Options I set:
  • TEXTURE FILTER MODE: NONE (LINEAR MIPMAP)

That turns off the "linear" filtering that blurs all the artwork. With the way games and emulators tend to naively apply that, I've been getting the impression that the "GL" in "OpenGL" was meant to be pronounced "gel". Turning it off gives you a more Chocolate/ZDOOM look.

This is also the recommended setting for Quake.
  • HIGH QUALITY RESIZE MODE: HQ4X

That gets you GOOD bitmap scaling that actually preserves details. You don't need a retexturing pack with this option turned on. Believe me.

For my soundfont, I chose Aracho, which I think is perfect.

As for the selection of mods, well, at the very least I wanted to fix the animation bug where DOOM 2's firing frame would be displayed at the same time as its reloading frame. Most of what I ended up choosing are mentioned in this thread: [Autoload] Must-haves (now with full list!)

That's what I came up with after a few hours this morning. How does your setup compare?

Last edited by dugan; 05-15-2015 at 02:18 AM.
 
Old 05-10-2015, 04:34 AM   #2
Captain Pinkeye
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My setup is pretty much clean prboom(+), with vanilla-like graphical effects but fulscreen (1280x800) resolution. I don't care much for Heretic & Hexen nowadays.

Quote:
Originally Posted by dugan View Post
I played through Hell Revealed on Ultra-Violent, and if you're a DOOM fan, you'll know what that means.
Hell yeah. Give a try to The Eye if you haven't already.
 
Old 05-10-2015, 01:25 PM   #3
dugan
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Quote:
Originally Posted by Captain Pinkeye View Post
Hell yeah. Give a try to The Eye if you haven't already.
I was just playing that! Amazing that the one level I randomly chose turned out to be the one that LQ would recommend.

I'm trying to finish it without saving, and I haven't yet done it even on I'm Too Young To Die. I'm either very rusty skill-wise, or maps (DOOM fans call them wads) from this decade are just harder than the ones 10 years ago.

Last edited by dugan; 05-10-2015 at 01:49 PM.
 
Old 06-17-2015, 10:40 AM   #4
dugan
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Bloodfix gives the spectres black blood, so I've found that I also need:

Use Fuzz Effect: Fuzz

or

Use Fuzz Effect: Shadow

Both of which look the same on my desktop NVidia card.

Last edited by dugan; 06-17-2015 at 01:03 PM.
 
Old 06-19-2015, 10:05 PM   #5
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The arachno soundfont almost got the better of me before I discovered it was a 32 bit only thing. Grr.

Debian is too snooty for gzdoom and it's fancy things, so I ended up using these installation instructions: http://zdoom.org/wiki/Compile_GZDoom_on_Linux And now it's running great.

I remember Doom 2 back when I was a little kid and it was running on a 486 and it scared me then. Now when I get into it it's not enough to play a level on UV just once, I have to play it a few more times to try and do a better job.
 
Old 06-19-2015, 10:28 PM   #6
dugan
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Quote:
Originally Posted by Myk267 View Post
The arachno soundfont almost got the better of me before I discovered it was a 32 bit only thing. Grr.
I don't see why that would have anything to do with it. You install FluidSynth (with the development headers, of course) before building GZDoom, and you have soundfont support.

Then you edit ~/.config/gzdoom/gzdoom.ini and set the following line:

Code:
fluid_patchset=/path/to/Arachno_filename.sf2
And in the game you set OPTIONS->SOUND OPTIONS->MIDI DEVICE to FLUIDSYNTH.
 
Old 06-19-2015, 11:58 PM   #7
Myk267
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Quote:
Originally Posted by dugan View Post
I don't see why that would have anything to do with it. You install FluidSynth (with the development headers, of course) before building GZDoom, and you have soundfont support.

Then you edit ~/.config/gzdoom/gzdoom.ini and set the following line:

Code:
fluid_patchset=/path/to/Arachno_filename.sf2
And in the game you set OPTIONS->SOUND OPTIONS->MIDI DEVICE to FLUIDSYNTH.
Wow, I feel like an idiot.

I downloaded the wrong package and then started reading the documentation that tells you how to use the one without the *.sf2 file to uncompress it from the *.sfArk and from there things got really wrong.

I downloaded the right package this time and now it's all working great.
 
Old 08-29-2015, 01:53 AM   #8
dugan
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I finally got around to trying the DHTP (DOOM High Res Retexturing Project), and... it's really good.
 
Old 09-13-2015, 09:24 PM   #9
dugan
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Just found out that the lights.pk3 and brightmaps.pk3 files included with gzdoom aren't loaded automatically. Load them (edit gzdoom.ini), and you have dynamic lights.

I like them.
 
Old 12-02-2015, 01:28 AM   #10
dugan
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I've been feeling adventurous lately:

This combination is GREAT, and it took me mere hours before I started feeling that it always should have been this way. I'm currently using it to replay No Rest for the Living, the bonus maps included with XBox DOOM and DOOM 3: BFG Edition.

BTW, if you like DOOM, check out these videos on the mapping process:
 
Old 12-07-2015, 12:48 PM   #11
dugan
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Just started playing Alien Vendetta in Crispy DOOM. Why Crispy DOOM? Well, partly because the OpenGL ports can't render the first level of Alien Vendetta properly. Crispy DOOM actually looks very beautiful, and I can see now why these blocky "purist" engines (like Crispy DOOM, Chocolate DOOM and DOOM Retro) are trending now.

Last edited by dugan; 12-07-2015 at 12:49 PM.
 
Old 01-31-2016, 01:01 PM   #12
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I was too lazy to dig up my old HDDs to get a doom.wad so I could play Rohn Romero's recently released map, so I used freedoom1.wad from the FreeDoom project and it worked fine.

My source port of choice is gzdoom with the DHTP (DOOM High Res Retexturing Project) files installed.

https://twitter.com/romero/status/688054778790834176

Edit: Things in Freedoom are quite different (Weapons, Monsters, HUD) but none of them prevent having fun playing John's level.
The Freedoom maps are also worth playing too. Something about pixelated monsters is more scary than more defined ones.

Last edited by Myk267; 01-31-2016 at 01:12 PM.
 
Old 02-01-2016, 10:14 AM   #13
dugan
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You're way ahead of me, Myk267. I knew about John Romero's level and I also know that the new Brutal Doom level pack is based on FreeDoom. But, alas, I have not had a chance to try either.

Only thing I have to say:

1. if you like the pixellated look, give Crispy DOOM a try.

2. I have a patch for gzdoom that adds xBRZ scaling. xBRZ is like HQ, but better. You might find it worth trying too.
 
  


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