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DOOM Retro is a minimalist, refined DOOM source port by Brad Harding that implement a set of modern features while still upholding a deference for that classic, nostalgic DOOM experience we all hold dear.
DOOM Retro’s source code is forked from Chocolate DOOM with enhancements from other DOOM source ports, as well as many original ideas. The official wiki is located at https://github.com/bradharding/doomretro/wiki.
DOOM Retro runs in Windows XP and above but, although officially unsupported, is also easily compilable under Linux with these few steps.
Step 1: Open terminal and get the tools
sudo apt-get install libsdl2-dev libsdl2-mixer-dev build-essential pkg-config autotools-dev autoconf git
Step 2: locally clone the source
git clone https://github.com/bradharding/doomretro.git
Step 3: build DOOM Retro
cd doomretro/src
sudo make
Step 4: kill all the demons!
At the end of the build process, a doomretro binary will be created in the src folder.
Place doomretro binary, doomretro.wad (located in the res folder) and an official IWAD (e.g. doom1.wad) in the same directory, then enjoy DOOM Retro on Linux:
./doomretro -iwad doom1.wad
Bonus #1:
DOOM Retro is fully compatible with Xbox controllers (force feedback included!) so type
sudo apt-get install xboxdrv
...for a console-like experience.
Bonus #2:
John Romero, level designer of the original DOOM, released after 21 years a new WAD that is a masterpiece of level design. It is of course playable also in DOOM retro, so get it here.
Reference forum thread is here.
Last edited by Scandy (2016-03-21 13:20:10)
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Hi Scandy, nice overview and class declared by you!
But it is also easier. With "Chocolate Doom" and the original * .wad files. "Chocolate Doom" is also contained in the repos!
P.S .: I see you did indeed mention!
Last edited by searchone (2016-03-06 12:07:43)
English by Google - blame them, Ich bin Deutscher.
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Hi searchon, what a classy desktop!
I know Chocolate DOOM and it is great, but it's not a limit-removing engine: new and bigger WADS (including famous John Romero's E1M8b "Tech Gone Bad") are not playable in Chocolate.
DOOM Retro has instead a set of modern features and optimizations always respectful of classic DOOM experience. The way it handles liquid sectors is IMHO a great example (as you can see yet in the zig-zag corridor of E1M1) and also full support for Xbox controller is near perfect.
If you have time, check it and let me know!
Last edited by Scandy (2016-03-06 12:26:23)
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Hello Scandy, that sounds really well to what "Doomretro" so everything can. I'll test it definitely times and report me again!
Thanks and regards
English by Google - blame them, Ich bin Deutscher.
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Thanks for posting this. Will give it a go later.
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Anyone tried building this? Build failed for me - attempting build on 64bit ubuntu mate 16.04.
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Build failed for me - attempting build on 64bit ubuntu mate 16.04.
Perhaps the build dependencies are differently named in Ubuntu, did they all install successfully?
You should post the complete output of `make`
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The deps installed ok in ubuntu.
I tried this on a newly updated 32bit debian sid install i have (no recommends/ no suggests). It built ok and I can play the game. The only thing I did different from the original instructions was I 'git cloned' rather than 'sudo git cloned' as I didn't see the need for sudo there. I'll investigate the issue with the ubuntu install when I have time.
Thanks for your reply HOAS.
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yeah I wouldn't git clone into my /root folder. Most of the time, build environments are setup to be run from home anyway. I just try to observe the policy of not putting anything into /root unless it really needs to be there.
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Thanks for the advice, I just removed "sudo" from step 2.
Another question: where should I place the "doomretro" executable, in order to run it from any folder?
Thank you.
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Thanks for the advice, I just removed "sudo" from step 2.
Another question: where should I place the "doomretro" executable, in order to run it from any folder?
Thank you.
Anywhere in your $PATH. I usually use `~/bin` for my own scripts, or maybe `/usr/local/bin` for downloaded executables.
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Great. Thank you.
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Hi,
I did get doomretro to work but I have no sound and the error:
fluidsynth: error: Unable to open file "/usr/share/sounds/sf2/FluidR3_GM.sf2"
fluidsynth: error: Couldn't load soundfont file
Any help?
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Also, during the install, I noticed this:
m_misc.c: In function ‘M_GetAppDataFolder’:
m_misc.c:191:25: warning: passing argument 1 of ‘M_StringJoin’ discards ‘const’ qualifier from pointer target type
return M_StringJoin(buffer, DIR_SEPARATOR_S".config"DIR_SEPARATOR_S, PACKAGE, NULL);
^
In file included from m_misc.c:54:0:
m_misc.h:74:7: note: expected ‘char *’ but argument is of type ‘const char *’
char *M_StringJoin(char *s, ...);
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OK - I don't why but on re-installing, even with the error message I now have sound.
Last edited by Kino (2016-07-22 11:04:32)
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Hello people, I am having an issue with a video file.
Installed as per tutorial on Ubuntu Gnome 16.04 x64.
The terminal output for 'make' is:
cc -O2 -g `sdl2-config --cflags` -DX11 -c w_file.c -o w_file.o
cc -O2 -g `sdl2-config --cflags` -DX11 -c v_video.c -o v_video.o
v_video.c:53:23: fatal error: SDL_image.h: No such file or directory
compilation terminated.
Makefile:58: recipe for target 'v_video.o' failed
make: *** [v_video.o] Error 1
Any thoughts on this, please?
I also contacted the DoomRetro developer:
https://github.com/bradharding/doomretro/issues/300
Thank you all.
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Funnily enough, I compiled this just yesterday on debian sid. I needed to add a number of SDL2 packages.The error log you posted on the Doomretro site specifically mentions SDL2_config, SDL2_mixer, and SDL2_image. Make sure that you have the associated packages installed.
The version I successfully compiled yesterday would not run on my hardware.
I should add I was unsuccessful in compiling this on a 64bit ubuntu install some months back but didn't investigate further as it compiled on another system for me (debian sid).
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