GZDoom is a 3D-accelerated Doom source port based on ZDoom coded and maintained by Graf Zahl.
- Sloped 3D floors
- Light effects, including dynamic lights, brightmaps, and glowing flats.
- Quake2-style skyboxes
- True color support
- Model support
Dynamic lights and brightmaps
GZDoom comes with a file entitled lights.pk3, which contains dynamic light definitions for relevant standard Doom, Heretic, Hexen and Strife actors, and a file entitled brightmaps.pk3 which contain brightmaps for many of these games' sprites.
To enable them, you need to load them when playing GZDoom. This can be made automatic by editing your configuration file. Open your zdoom.ini in the GZDoom installation directory, search for the [Global.Autoload] section:
# WAD files to always load. These are loaded after the IWAD but before # any files added with -file. Place each file on its own line, preceded # by Path= [Global.Autoload]
If you want to load both dynamic lights and brightmaps, this section should look like this:
# WAD files to always load. These are loaded after the IWAD but before # any files added with -file. Place each file on its own line, preceded # by Path= [Global.Autoload] Path=lights.pk3 Path=brightmaps.pk3
You can also decide to load these data files only for certain games or IWADs, each have their own Autoload section below. Adjust as appropriate.
GZDoom and ATI
A number of problems have been reported with ATI's OpenGL drivers.
- Dynamic vertex buffers may not work correctly, resulting in graphical glitches on moving floors and ceilings. Dynamic vertex buffers are however only useful for a meager performance boost, and they can be safely turned off with no real down side.