I've always been pretty good at getting to grips with technical stuff. Modding Doom proved to be a fun, but sometimes frustrating experience. There are engine limitations to deal with in the original Doom engine, but then there's also quirks of the port being used. But, I can get my head around that. It's why teaming up with my best friend @[BarefootMapMaker](members:barefootmapmaker:4544685) has worked so well. I can make happen what he dreams up. At least, as far as Doom goes.

Report RSS Working With GZDoom: My Experience So Far

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To put it bluntly, it's a bit overwhelming, but rewarding at the same time.

Right now, trying to dig up information to find out how to do what I want to do is a daunting task. There's the ZDoom Wiki, which is a good source of information, but often times lacks examples of how functions should be implemented. Lately, though, the wiki seems to be missing a lot of image assets. No idea what happened there, but it doesn't seem like anything too critical is missing.

Which ends up inevitably taking me to the ZDoom forums, that often times prove to have several solutions to a given problem, you just have to dig for them. Plus, in my experience, if I can't find something I'm looking for, asking a question actually gets me an answer.

There's no real one-sto-shop for all the information I'd like to have, but that's alright. As long as I know where I can look, I do seem to get the results I'm after.

Finding the information is one thing, but making use of it is where the fun really starts. Doing stuff with ACS, ZScript, Decorate, GLDefs, ets is really nice.

On the whole, working on Dragon Sector (Remake) is proving to be a lot of fun. I know that so far I've only scratched the surface of what GZDoom can really do, but the itch to keep learning and keep pushing forward is there, and I don't see that changing.

There may be more of these rambles as I get deeper into it.

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BarefootMapMaker
BarefootMapMaker - - 47 comments

Rock on, m'bud!

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