LZDoom 4.14.3a for Windows XP (and running myhouse)

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
gmenguez
Posts: 2
Joined: Tue May 05, 2026 3:20 am
Operating System Version (Optional): Windows XP SP3
Graphics Processor: nVidia (Legacy GZDoom)
Location: Spain

LZDoom 4.14.3a for Windows XP (and running myhouse)

Post by gmenguez »

Hi everyone,

Sorry if this is the wrong forum to publish this, I'm new here, just in case someone finds this useful somehow, I have managed to compile (and run) the latest version of LXDoom for Windows XP 32 bits (tested on Windows XP SP3). In case somebody wants it, you can find it here:

https://drive.google.com/drive/folders/ ... x8gtMjXWFl

I did it because I have built a gaming Windows XP PC and I don't know why I wanted to run modern mods/maps there, for example this is myhouse (the full one, the updated pk3, not the wad):

https://drive.google.com/file/d/1NZfnI7 ... tU_-a/view

I had to do several changes to remove APIs only present on Vista and later, here there is a kind of a diff (not a patch):

https://drive.google.com/file/d/1T_bQfo ... LpDx5/view

I also had to recompile ZMusic to remove fluidsynth as it depends heavily on newer APIs, I have also included a version of OpenAL (1.21) that works on XP (although I need to disable sound hw acceleration). But sound works (for music, I also get the better results if I select from the menu the Microsoft GS Wavetable Synth one).

The only breaking change is that I had to remove the code to migrate an old config file to this version, so make sure you don't have any ini file for older versions lying around. I know this is kind of "undoing" the modernization work done by the developers, hope nobody gets offended by it :D

Performance varies depending on resolution and specs, on my modern machine everything is better of course, but anyways.

Hope someone finds this helpful!

Edit: I just realized that savegames were broken, I fixed them, updated the ZIP in GDrive.
User avatar
drfrag
Vintage GZDoom Developer
Posts: 3277
Joined: Fri Apr 23, 2004 3:51 am
Location: Spain

Re: LZDoom 4.14.3a for Windows XP (and running myhouse)

Post by drfrag »

Wenas. I uploaded recently 3.88b1 for XP to the 3.88b release. I removed XP support long ago since it really didn't work well, the last version compiling on XP was something close to 4.5 and there were several hacks to make it compile which i reverted. I know mods with "too many" entries in the pk3 didn't load. But recent versions don't even compile on VS 2017 and require VS 2019 at least (i think now it requires C++ 17 among other things). BTW does this compile with VS 2017? Becouse i wanted to get a backtrace for the GLES crash on old intel hardware for a more recent commit. And my old laptop now turns itself off so installing win 10 and VS 2019 is out of question.
gmenguez
Posts: 2
Joined: Tue May 05, 2026 3:20 am
Operating System Version (Optional): Windows XP SP3
Graphics Processor: nVidia (Legacy GZDoom)
Location: Spain

Re: LZDoom 4.14.3a for Windows XP (and running myhouse)

Post by gmenguez »

Hola :wink:

I don't know about VS 2017, sorry, I used VS 2022 in Windows 11 (actually it's my work laptop) with the C++ Windows XP Support for VS 2017 tools installed. That is v141, for compilation I followed the instructions at https://zdoom.org/w/index.php?title=Com ... on_Windows using the v141_xp target instead of v140_xp.

Anyway I agree with you this is hacky as I had to change a lot of stuff, the change that worries me more is the inline behaviour in the XP toolchain. For example I had to change "inline FRandom pr_shadowaimz("VerticalShadowAim")" at "playsim/shadowinlines.h" for an extern, moving the declaration to a .cpp file, as otherwise it was called several times (even if using #pragma once at the top of the file) and the application never started as it went into an infinite loop because of duplicates in a list. However I only did that change in order to make it work after debugging it a bit, who knows what other side effects might be happening in other parts of the code because of this. Also, I had to recompile ZMusic separately to remove all the fluidsynth support as it relied heavily on Vista+ calls. This was more of an experiment than anything else, I'm also not a C++ programmer so for sure there are other things waiting to surface.

Btw, thank you for your great work on LZDoom :wub:

Return to “General”