ZZDoom 2.9.0
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Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine are perfectly acceptable here too.
Please read the full rules for more details.
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goldenmob72
- Posts: 80
- Joined: Thu Sep 14, 2017 6:50 am
Re: ZZDoom 2.9.0
Off-topic but, Do you plan on releasing a New version of LZDoom anytime soon ?
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Redneckerz
- Spotlight Team
- Posts: 1157
- Joined: Mon Nov 25, 2019 8:54 am
- Graphics Processor: Intel (Modern GZDoom)
Re: ZZDoom 2.9.0
Much appreciated! No worries about the testing, it was fun time. Should i also put it out at DoomWorld?drfrag wrote:It's up. Thanks @TDRR and @Redneckrz for testing.
https://github.com/drfrag666/zdoom32/releases
I uploaded it last night. I've also updated ZDoom32 with some things from ZZDoom and other stuff.
Great to see new life in these older codebases.
What did you change to ZDoom32?
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drfrag
- Vintage GZDoom Developer
- Posts: 3266
- Joined: Fri Apr 23, 2004 3:51 am
- Location: Spain
Re: ZZDoom 2.9.0
I've done it myself, i doubt there's interest though. Please refer to the ZDoom32 thread (not that i give many details there).
About LZDoom there's still a pending 3.88b release but i'm waiting for some upstream fixes. Besides i'm in serious trouble in real life, i live in Spain remember.
About LZDoom there's still a pending 3.88b release but i'm waiting for some upstream fixes. Besides i'm in serious trouble in real life, i live in Spain remember.
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Redneckerz
- Spotlight Team
- Posts: 1157
- Joined: Mon Nov 25, 2019 8:54 am
- Graphics Processor: Intel (Modern GZDoom)
Re: ZZDoom 2.9.0
Ofcourse there is interest, if people get all giddy up for a slimlined 2.8.1 build (RZDoom) then people surely will enjoy a modernized ZDoom with support for newish standards. Plus its stable.drfrag wrote:I've done it myself, i doubt there's interest though. Please refer to the ZDoom32 thread (not that i give many details there).
About LZDoom there's still a pending 3.88b release but i'm waiting for some upstream fixes. Besides i'm in serious trouble in real life, i live in Spain remember.
No matter what ill include ZZDoom in my ports list and ill likely will use it quite a bit considering i do like the software renderer.
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Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: ZZDoom 2.9.0
I think you are totally overestimating that reaction on Doomworld. It was a handful of people who got some mild excitement, but this port will surely end up like any other attempt to revive the past: A small number of people may try it out, and lay it aside again. Drfrag's estimate appears to be a lot more grounded. You have to be realistic about these things. These ports are mainly fun to make but ultimately will remain a tiny, tiny niche never reaching any kind of critical mass.Redneckerz wrote: Ofcourse there is interest, if people get all giddy up for a slimlined 2.8.1 build (RZDoom) then people surely will enjoy a modernized ZDoom with support for newish standards. Plus its stable.
No matter what ill include ZZDoom in my ports list and ill likely will use it quite a bit considering i do like the software renderer.
You should also remember that the software renderer still exists in GZDoom 4.7 where due to better multithreading options it will run a lot faster than in any of these revival ports. Yes, even on 15 year old systems with only two cores.
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Redneckerz
- Spotlight Team
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- Graphics Processor: Intel (Modern GZDoom)
Re: ZZDoom 2.9.0
Actually, it was more than i expected to be honest. Though its also quite damning that a very similar project gets a lot more attention just because one decided to design a logo for it.Graf Zahl wrote: I think you are totally overestimating that reaction on Doomworld. It was a handful of people who got some mild excitement, but this port will surely end up like any other attempt to revive the past: A small number of people may try it out, and lay it aside again. Drfrag's estimate appears to be a lot more grounded. You have to be realistic about these things. These ports are mainly fun to make but ultimately will remain a tiny, tiny niche never reaching any kind of critical mass.
I figured literally nobody else besides me or TDRR would be interested. Turns out it was just a little bit more
FWIW drfrag's line of forks do get regularly referenced, so if one does not enjoy you, there is always something else. There is always that base level of quality and ''it just works well'' on a myriad of hardware.
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Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: ZZDoom 2.9.0
TBH, that RZDoom thing was some very unrealistic first expectations. I'm still not sure where this is supposed to go, but my expectations with all these ports is the same: They are a blast from the past - interesting for a brief moment but afterward relegated to a small handful of people who seem to be stuck in a time loop.
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zrakbz
- Posts: 31
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- Location: Varies
Re: ZZDoom 2.9.0
I really like this port, thanks for making it! Implements a few improvements I was really missing in 2.8.1 such as borderless fullscreen and console scaling.
One question though, do you plan on developing this port any further? I used to record a lot of demos for playtesting with 2.8.1 because it's the only demo "standard" that supports mouselook, chat, etc, but I could switch to ZZdoom for that purpose, if it's going to be "constant".
One question though, do you plan on developing this port any further? I used to record a lot of demos for playtesting with 2.8.1 because it's the only demo "standard" that supports mouselook, chat, etc, but I could switch to ZZdoom for that purpose, if it's going to be "constant".
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drfrag
- Vintage GZDoom Developer
- Posts: 3266
- Joined: Fri Apr 23, 2004 3:51 am
- Location: Spain
Re: ZZDoom 2.9.0
Wenas. I don't plan to develop it any further but on july i added a win XP build to the release and it seems to work well.
Last edited by drfrag on Wed Sep 17, 2025 3:38 pm, edited 1 time in total.
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Redneckerz
- Spotlight Team
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- Graphics Processor: Intel (Modern GZDoom)
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drfrag
- Vintage GZDoom Developer
- Posts: 3266
- Joined: Fri Apr 23, 2004 3:51 am
- Location: Spain
Re: ZZDoom 2.9.0
Wenas. I know i said i wouldn't update it but i don't know how to say this...
There you have it! More ZDoom! xD.
Becouse i've managed to update it to GZDoom 3.1.0 level. It was complicated since Graf merged QZDoom very early and there were serious conflicts. Then i merged newer stuff
of top of GZDoom 2.4 back then and updating it now there were even more conflicts.
So now if it works well i plan to add MBF21 and DSDheckacked support and i'll try to include support for modern iwads too without widescreen tough.
There's ZScript 3.1.0 support but without old GL stuff such as sector's color_* properties, dynamic lights and glows. Graf moved GL things to common code so i had to hack several MAPINFO settings. Besides such an old ZScript version should be reasonably safe with the patches i've added but may be it's better to change the -nozscript option to -zscript again like on 2.9 dev versions. Besides i've fixed the letterboxed modes, they broke after adding the d3d_nogammaramp cvar for modern displays and blue light filters but that's not needed for all graphic drivers and i've disabled it by default. It should be able to load most GZDoom 3.x saves BTW. ZDoom saves used the old format and should be compatible too.
I've renamed the repo and uploaded a 64 bit devbuild. BTW linux didn't compile back in 2021 but now it works and i've fixed compilation with tdm-gcc 5.1 too so it could run on win98 as well but i haven't tried yet. I should fix the fouth mouse button yet and there's an UZDoom issue about it.
So this need testing @Redneckerz @TDRR
@Enjay has helped to test it a bit already. Thanks!
https://github.com/drfrag666/zzdoom/commits/master/
https://devbuilds.drdteam.org/zdoom32/
There you have it! More ZDoom! xD.
Becouse i've managed to update it to GZDoom 3.1.0 level. It was complicated since Graf merged QZDoom very early and there were serious conflicts. Then i merged newer stuff
of top of GZDoom 2.4 back then and updating it now there were even more conflicts.
So now if it works well i plan to add MBF21 and DSDheckacked support and i'll try to include support for modern iwads too without widescreen tough.
There's ZScript 3.1.0 support but without old GL stuff such as sector's color_* properties, dynamic lights and glows. Graf moved GL things to common code so i had to hack several MAPINFO settings. Besides such an old ZScript version should be reasonably safe with the patches i've added but may be it's better to change the -nozscript option to -zscript again like on 2.9 dev versions. Besides i've fixed the letterboxed modes, they broke after adding the d3d_nogammaramp cvar for modern displays and blue light filters but that's not needed for all graphic drivers and i've disabled it by default. It should be able to load most GZDoom 3.x saves BTW. ZDoom saves used the old format and should be compatible too.
I've renamed the repo and uploaded a 64 bit devbuild. BTW linux didn't compile back in 2021 but now it works and i've fixed compilation with tdm-gcc 5.1 too so it could run on win98 as well but i haven't tried yet. I should fix the fouth mouse button yet and there's an UZDoom issue about it.
So this need testing @Redneckerz @TDRR
@Enjay has helped to test it a bit already. Thanks!
https://github.com/drfrag666/zzdoom/commits/master/
https://devbuilds.drdteam.org/zdoom32/
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drfrag
- Vintage GZDoom Developer
- Posts: 3266
- Joined: Fri Apr 23, 2004 3:51 am
- Location: Spain
Re: ZZDoom 2.9.0
Wenas. Sorry but i have bad news for you. I merged all the MBF21 and ID24 stuff and the new iwads work even with widescreen graphics but i don't really understand how the ZDoom virtual machine worked and the MBF21 codepointers crash. Randi herself added that code back in 2013 and even with the MBF21 spec i don't know how to port them. I did a partial update to the VM and they work but somehow the rocket launcher and plasma rifle always shoot in the same direction no matter where you're looking at. If i do a full VM update (there was a huge update mixed with JIT in 2018) it's even worse since besides that problem monsters don't attack, may be i'd need to merge the JIT as well. That code was not difficult to merge but i must have missed something (it's in the vmupdate branch). Now i've done a reset to master and the old code with the partial VM update is in the oldmaster branch, i didn't really want to update the VM. Besides there are more problems but i think those should be fixable. The ZScript version of the calamity blade somehow fires upwards and i dunno why. I think the only way to fix them would be with help by someone knowing how the VM codepointers work. I think those dehacked functions are something like anonymous functions. I thought everything was mergeable since Odamex support both MBF21 and ID24.
What i did is here and i know there are several wrong parameters fixed later but that's not the problem.
https://github.com/drfrag666/zzdoom/com ... 58dd480b9f
I know Graf made some change to require all the parameters, in the old version you only needed to specify some of them and the defaults would be used for the rest. But i don't know which ones i'd need and what's wrong.
May be the project was too ambitious and updating it too much was not a good idea
. I know the users bcahue and Maëllig Desmottes did the work on the codepointers for Odamex. May be @Gez @Xaser or @Blzut3 can help. And i know GZDoom also crashed at first but i merged those fixes as well.
BTW i feel really bad now since my female dog perri died two days ago
.
What i did is here and i know there are several wrong parameters fixed later but that's not the problem.
https://github.com/drfrag666/zzdoom/com ... 58dd480b9f
I know Graf made some change to require all the parameters, in the old version you only needed to specify some of them and the defaults would be used for the rest. But i don't know which ones i'd need and what's wrong.
May be the project was too ambitious and updating it too much was not a good idea
BTW i feel really bad now since my female dog perri died two days ago