[GAMES] LZDoom (libGL)

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meveric
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[GAMES] LZDoom (libGL)

Post by meveric »

LZDoom is a successor of ZDoom an engine that supports all kinds of IdTech 1 Engine games such as Doom, Heretic, Hexen, Strife, Chex Quest, and many fan based games.

It uses modern techniques such as SDL2 and OpenGL to enhance the experience and improve existing aspects of the game.

This game is my first releases that relies on the new OpenGL 2.0 -> OpenGL ES 2.0 engine from @ptitSeb to support shaders.
Without the game would only run in software renderer and be a lot slower and offer a lot less features.

Image Image



Thanks to a very active community many user made games are available here as well.

Just recently Castlevania Simon's Destiny was released


Image Image



But there are many many more games available.

You can install an older version of this engine from my repository for Debian Jessie or Debian Stretch for both armhf and arm64 by using the command:

Code: Select all

apt-get install gzdoom-odroid
And for Debian Buster for by using the command:

Code: Select all

apt-get install lzdoom-odroid
The game files need to be placed under ~/.config/lzdoom/ either as *.wad or *.ipk3 (maybe other formats as well).
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Re: [GAMES] GZDoom (libGL)

Post by Jojo »

That sounds awesome! I'll definitely give it a try :) . I've got a bunch of these good ol' ID games around here, so I'll have plently to do ;) !

Thanks for your effort!
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Re: [GAMES] GZDoom (libGL)

Post by Jojo »

Dammit, I am doing it wrong somehow o_O . I've put three *.WAD files into the ~/.config/gzdoom directory: doom2.wad, heretic.wad and darkwar.wad (which is "ROTT", I think). But when I start gzdoom (either via the menu or by console command gzdoom_start), I don't get this dialog box to choose one of these games. Instead Doom 2 starts every time automatically. What am I doing wrong?!

BTW: I've read, that the source code of ROTT has been released many year ago. Do you know of any projects that aim for making it work on ARMs?

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Re: [GAMES] GZDoom (libGL)

Post by meveric »

I suggest deleteing the gzdoom.ini file or look if something is in there that chooses doom2 by default.

Yes ROTT is available as standalone game and should work nicely under ARM. Up to now I never bothered compiling it though, although I even think I DID compile it some time ago, just never released it. :D
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Re: [GAMES] GZDoom (libGL)

Post by DonaldSilverburgh »

This is so cool. I am so thankful to the group. Two days ago I was thinking to play DOOM and BAM!! Am I lucky or what??
Ok GZDOOM It was a bit irritating at first, kz it was not starting properly like it was not loading the application. But that was due to my Windows issue(proabably .dll issues) But then, it works like a charm :ugeek: :ugeek:

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Re: [GAMES] GZDoom (libGL)

Post by XD3l »

@meveric Thank you very very very much!!!!

EDIT: I just noticed this runs very slowly at random.

@ Jojo I just put my iWAD files in: /usr/share/games/doom/

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Re: [GAMES] GZDoom (libGL)

Post by NIGHTKILLER05 »

Hi, first of all ,thank you, can you tell me please if this port can be installed in Ubuntu Xenial? I have it installed in a XU4, and after I add your repository to my system and update it can't find the file, throws me this error "E: Unable to locate package gzdoom-odroid", can you please help me? I love Doom

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Re: [GAMES] GZDoom (libGL)

Post by meveric »

NIGHTKILLER05 wrote:
Thu Nov 07, 2019 11:34 pm
... and after I add your repository to my system ...
Which "my repository" did you add? I have several repositories, for different OS versions and boards. Therefore "my repository" is a wide stretch :)

But to answer your question: no it won't run on Ubuntu as it requires libjpeg62-turbo which is not available on Ubuntu Xenial.
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Re: [GAMES] GZDoom (libGL)

Post by NIGHTKILLER05 »

Well, thank you anyway man, you are doing a great job here.

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Re: [GAMES] GZDoom (libGL)

Post by mad_ady »

Hey there!
Any chance you can repackage it for debian buster as well? Looking forward to brutal doom on the Go Advance... :D

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Re: [GAMES] GZDoom (libGL)

Post by meveric »

GZDoom got more complicated.. I was already working on it and have some binary mix that works, but it's a little bit more complicated now.
There are now 3 projects:
GZDoom -> High End Port of Doom Engine which requires OpenGL 3.3 (recommended OpenGL 4.5 or Vulkan)
LZDoom -> Meant for "older" less capable hardware with some features disabled (OpenGL 1.x/2.x)
ZDoom -> Legacy version no longer in development

So what we need now is LZDoom instead of GZDoom but the code is a little messy. It refers intern still as GZDoom here and there and I need to fix paths for this port.
Ideally there should be an update path from GZDoom to LZDoom means, a meta package called GZDoom that requires LZDoom and converts Data and Config folders (and options) from GZDoom to LZDoom.
So that if you update from Jessie to Stretch or Buster the packages still get updated correctly (and yes even Jessie needs new packages).

Kinda complicated, else I would have ported it already.
I will try to create a package for LZDoom and will think about an upgrade path from one to the other later on :)
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Re: [GAMES] GZDoom (libGL)

Post by mad_ady »

Looking forward for lzdoom then!
I don't think you need to go through the trouble of thinking of package migration between versions. Keeping it simple is the best policy.

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Re: [GAMES] LZDoom (libGL)

Post by meveric »

Update:
Added lzdoom-odroid for Debian Buster (arm64).
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Re: [GAMES] LZDoom (libGL)

Post by mad_ady »

Ok, I'm giving lzdoom a try (on X11, right?)

Code: Select all

adrianp@buster64-go2:~$ DISPLAY=:0 lzdoom --help
LZDoom 3.84-300-g116a935b7 - 2020-02-06 12:18:46 -0600 - SDL version
Compiled on Feb 13 2020

LZDoom version 3.84-300-g116a935b7
M_LoadDefaults: Load system defaults.
W_Init: Init WADfiles.
 adding /usr/local/share/games/doom/lzdoom.pk3, 702 lumps
 adding /usr/local/share/games/doom/game_support.pk3, 291 lumps
 adding /home/adrianp/.config/lzdoom/Doom.wad, 2306 lumps
I_Init: Setting up machine state.
V_Init: allocate screen.
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
  Opened device Built-in Audio Stereo
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
script parsing took 1408.20 ms
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
Using video driver x11
OpenGL load failed. No OpenGL acceleration will be used.


*** Fatal Error ***
!!! Failed to exec debug process
Segmentation fault
I do have libgl-odroid installed:

Code: Select all

adrianp@buster64-go2:~$ dpkg-query -L libgl-odroid
/.
/usr
/usr/local
/usr/local/lib
/usr/local/lib/libGL.a
/usr/local/lib/libGL.so.99
/usr/local/lib/libGL.so
/usr/local/lib/libGL.so.1
I tried with LD_LIBRARY_PATH=/usr/local/lib/ DISPLAY=:0 lzdoom and it started fine... Time to configure it :)
Thanks again!

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Re: [GAMES] LZDoom (libGL)

Post by meveric »

there is a lzdoom_start which is normally called.. that is taking care of this :P
You could simply start the icon from the start menu if you want ;)
But yes your command line works as well.
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Re: [GAMES] LZDoom (libGL)

Post by mad_ady »

Oh, sorry about that.
I still get this warning when running:

Code: Select all

OpenGL acceleration requires at least OpenGL 3.0. No Acceleration will be used.
Is this normal?

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Re: [GAMES] LZDoom (libGL)

Post by mad_ady »

Ok, got brutal doom v20 working and it's looking great actually. However I can't play it... I'm fighting with decades of muscle memory with using a keyboard/mouse. I just fumble around with the buttons and keep staring at the ceiling while the enemy is shooting my ass... Is there a way to learn how to use a console and migrate from a keyboard? Or is it something I'm too old to learn now? :D
Disregard my previous OpenGL message. I fumbled around in the config and got it working by pushing random things :roll:

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Re: [GAMES] LZDoom (libGL)

Post by meveric »

Yeah.. The OpenGL 3.0 warning I get as well.. but I guess it's suggested version.. it says it requires 2.0 and that is what we have.
I also suggest activating performance mode.
Castlevania Simon's Destiny was kinda laggy without.

But just so you know I also have trouble using game controller for this game.
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