6 ms·
DooM is not only fun, but it's great fun to play around with from the inside, or even to port. I've helped bring Doom to the x68000, which was quite the missio
by scruffyherder 8y ago
DooM is not only fun, but it's great fun to play around with from the inside, or even to port. I've helped bring Doom to the x68000, which was quite the mission as the only compiler we had that could build 'large' executables was GCC 1.39 which had been translated into Japanese.
But it's been fun doing ports to OS/2, DJGPP v1, Watcom C, and of course various other Unix via the X11 code. The GPL'd code was 'cleaned up' and kind of bugged up on the way, sadly what was released really wasnt' all that pure.
For anyone wanting something more 'pure' for MS-DOS I'd highly suggest: Mara'akate's DooM-New
https://bitbucket.org/maraakate/doomnew-for-dos https://bitbucket.org/maraakate/doomnew-for-dos
And then there is Quake, which I compiled with the excellent MS-DOS based TCP/IP stack WATTCP so that I could bring native TCP/IP networking to Quake.
https://virtuallyfun.com/wordpress/2011/01/05/quake1-with-wattcp-built-with-djgpp-on-dosbox/ https://virtuallyfun.com/wordpress/2011/01/05/quake1-with-wa...
And on the heels of that, I did a QuakeWorld client for MS-DOS
https://virtuallyfun.com/wordpress/2011/01/06/quakeworld-client-for-ms-dos/ https://virtuallyfun.com/wordpress/2011/01/06/quakeworld-cli...
which kind of took a life on it's own here:
http://dk.toastednet.org/QDOS/index.html http://dk.toastednet.org/QDOS/index.html
And of course with the source to Quake 2 available, it only seemed proper to port it to MS-DOS.
https://virtuallyfun.com/wordpress/2015/06/02/porting-quake-ii-to-ms-dos-pt1/ https://virtuallyfun.com/wordpress/2015/06/02/porting-quake-...
https://virtuallyfun.com/2015/06/03/porting-quake-ii-to-ms-dos-pt2/ https://virtuallyfun.com/2015/06/03/porting-quake-ii-to-ms-d...
https://virtuallyfun.com/2015/06/07/porting-quake-ii-to-ms-dos-pt3/ https://virtuallyfun.com/2015/06/07/porting-quake-ii-to-ms-d...
https://virtuallyfun.com/2015/06/26/porting-quake-ii-to-ms-dos-pt4/ https://virtuallyfun.com/2015/06/26/porting-quake-ii-to-ms-d...
https://virtuallyfun.com/2015/09/17/porting-quake-ii-to-ms-dos-pt5-3dfx-gamespy-quake-2-and-the-universe/ https://virtuallyfun.com/2015/09/17/porting-quake-ii-to-ms-d...
So yes, there is GREAT fun to be had in the iD source.
Also don't forget some of their earlier games:
https://github.com/CatacombGames https://github.com/CatacombGames
https://github.com/FlatRockSoft/ https://github.com/FlatRockSoft/
- Nican 8y agoSome of the porting-quake links are broken. You have to add the "/wordpress" bit.
- scruffyherder 8y agoI really need to fix the redirects... hosting in 2018 has been a PITA.
- scruffyherder 8y agoI added the mod_rewrite stuff that should have been there. Thanks for letting me know!
- maffydub 8y agoThe Doom source is also what enabled ViZDoom (http://vizdoom.cs.put.edu.pl/ http://vizdoom.cs.put.edu.pl/) - a Python wrapper around the Doom game engine for machine-learning research. I've certainly found it really useful for reproducing machine-learning papers I've been reading.
- bluedino 8y agoI spent so much time reading the Doom specs and hacking around with C and .WAD files as a teen. Staying up until 2am, drinking Mt Dew, getting graphics from the game or maps to appear on the screen... funstuff
- digi_owl 8y agoIMO Quake 1 was the pinnacle of moddable ID engines. This because it used its own language, quake-c, and a simple compiler. Beyond that there were few inherent limits to the engine, so people set of making wild weapon packs (some having up around 20 guns that could have multiple modes), RPGs (abusing the hell out of how the game transferred character state between maps), even simple flight sims and driving games. Come Quake2 you needed VC++ to do mods (leading to a way fewer single developer experimental mods), and come Quake3 there was a hard cap on the number of weapons the mod could contain.