But why oh why are you doing this you may ask, well this is my response to that ZDoom64 thing. I didn't like it and somehow they pushed me to do this.
Like a spanish proberb says "we were only a few and the grandma gave birth".
I named it ZZDoom becouse it came after ZDoom. Yeah it's a fankenstein build, i reconstructed ZDoom with pieces from GZDoom, ZDoom32 and LZDoom. Well if it has FMod and the original software renderer it must be ZDoom.
Now how did i do it? I mostly recycled my work in other ports. I forked GZDoom 2.4.0 so it's based on maint2.4 then i removed the GL renderer (i compared with the ZDoom master) and cherry-picked stuff from maint_3.0, ZDoom32 and LZDoom. It should be solid in theory and to me it's cool. It mainly has bugfixes and a few minor features, the branch is 500 commits ahead maint2.4. I hope i didn't mess up things but this would need testing. I don't know much about licenses but it should be okay,
+ ZScript 2.4.0 (optional with the -nozscript parameter to run eviternity and other wads targeting Boom).
+ ACS stack protection and unsafe execution context.
+ Fixed: a render radius of 0 did not restrict rendering to the source sector.
+ Uses always the D3D shader for gamma so don't enable it on ancient machines.
+ New wide low resolution modes obtained quadruplicating 1280x720, 1280x768 and 1360x768.
+ UMAPINFO and DEHEXTRA support.
+ Free space margin for automap.
+ win_borderless for fake fullscreen in Windows.
+ Master volume setting.
+ Fixed sound limiting not working properly.
+ Raise SNDSEQ limit to 4096 sequences.
+ DF_INSTANT_REACTION DM flag to fix fast monsters.
+ DF2_NO_COOP_THING_SPAWN DM flag to prevent spawning MP things in coop.
+ Some extra CVARS: "sv_damagefactor*, am_unexploredsecretcolor, am_showkeys_always, nocheats, chat_self, d3d_nogammaramp.
+ Added +FRIGHTENING flag.
+ Major optimization on carry scroller code.
+ Lots of bugfixes.
+ Vista or later required (VS 2017 64 and 32 bit builds).
+ Not intended for old hardware.
+ No weird stuff this time.
The source is here: