Homebrew WIP GZDoom for Switch

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I see, well not really a big issue for me, considering that having the modding capability is a huge difference anyway. If i had to be sincere I would like to have a loading splash screen rather than questioning if is my switch is working at all.
 
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Awesome work on this, I've had a lot of fun with a mix of the classics and mods. It'll be hard to go back to the originals without the free camera movement of GZ.
 
Is this latest version crashing on exit every time for anyone else?

Also, I'm playing through Hexen and a door has buffed and won't open. Id Noclip through but there's no keyboard input. Is it possible to enable Noclip through the config or something?
 
Is this latest version crashing on exit every time for anyone else?

Also, I'm playing through Hexen and a door has buffed and won't open. Id Noclip through but there's no keyboard input. Is it possible to enable Noclip through the config or something?
Bind the noclip command to a button in the config file.
 
Would Six-axis control ever implement as mouse? I would really like to have that feature
 
I have a question about Labo VR support, as it seems to use the same-ish screen as vr_mode 8 added in GZ3Doom. As far as I know, regular GZDoom doesn't have this, and the current 3D modes it offers don't work right with Labo. Would it be possible to port in GZ3Doom's additional vr_modes into the Switch port of GZDoom as both GZDoom and GZ3Doom are open-source?

https://github.com/cmbruns/gz3doom/wiki/Stereoscopic-3D-Modes-%28vr_mode%29#vr_mode-8
 
i have two pwads in my folder back to saturn x and dark universe im trying to play dark u but it keeps going back to saturn x

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nevermind im a idiot
 
Github repo: fgsfdsfgs/gzdoom
Latest version: 5 (GZDoom 4.2.1, 29 Sep 2019)
Download link

View attachment 166210 View attachment 166211 View attachment 166212 View attachment 166213

Features:
  • most things work, including sound, music, multiplayer and the hardware renderer;
  • launcher that lets you pick mods and start network games.
To install, unzip gzdoom_nx_5.zip to the switch folder on your SD card, then place at least one supported IWAD (eg doom2.wad) into gzdoom/iwads/. For the complete list of what GZDoom supports, see the wiki.
To run, start GZDoom Launcher from HBMenu. You can start GZDoom by itself, but it will default to the last played IWAD (or the one it finds in the folder).

Known bugs (as of v5):
  • When you exit the game via the Quit option in the menu, something doesn't deinitialize properly and the next homebrew you run will crash, unless you exit and reenter hbmenu.
  • Startup takes a while.
Some notes:
  • Launcher controls:
    • D-PAD: navigation
    • L/R: change tab
    • A: activate option
    • B: cancel/exit
    • X: reset option
    • PLUS: start game
  • GZDoom (especially some more complex mods) may require more RAM than is available in applet mode, so better use another title instead of the Album for HBMenu override, or use NSP HBMenu;
  • you can technically place the game into any folder, as long as the gzdoom folder is next to gzdoom_launcher.nro;
  • mods are supported (yes, Brutal Doom as well) and should be placed in the gzdoom/pwads folder because the launcher only scans that folder;
  • the launcher has predefined default profiles for most IWADs, you can add your own profiles by pressing Y on the main tab;
  • multiplayer was only tested between a Switch and a PC, but Switch <=> Switch will probably work as well;
  • you can start a netgame from the launcher; don't forget to change the player number from 1 and read the warning message;
  • the IP that's placed in the address field by default is your Switch's local IP, others can use that to connect to it if they're on the same network;
  • only the player that hosts the game needs to set gameplay settings, however everyone has to pick the same set of custom files as the host;
  • you can exit via the HOME button, but in that case the game won't save its settings;
  • if the game crashes, check for error.log in the gzdoom folder; if that doesn't help, turn on "Write log" in the launcher and run it again, then check gzdoom.log.
Credits:
  • ZDoom + GZDoom teams and other contributors for GZDoom;
  • fincs, Armada651, Subv and probably others for their work on the OpenGL/mesa/libdrm stuff;
  • slash004, nabelo and other people from the ReiSwitched Discord and #switchdev for help and testing;
  • id Software for Doom;
  • mods/maps in screenshots: Alien Vendetta, abort_m, Hideous Destructor.
Hey! I have been using this port ever since it's first release and I still LOVE it!

But I have a question/request...

Is there any way we can use more mods than the list of 9 or whatever mods we get to load?

Currently in the port you can select up to 9 (I believe it's currently 9) mod to side load with your doom.wad or doom 2.wad etc.
But what if I have a mod pack that has 12 really tiny mods on it (so they don't require too much ram etc), but they all need to be running together, for any of them to work? What do i do?

Or is this not a possibility and will never be?

Thanks in advance,
Jon ;]
 
I think you can combine several WAD files into a single PK3 file by zipping them all together in 7Zip, and then renaming the file extension to .pk3
 
gzdoom would not work for me. tried downloading the one via HB App Store. I select doom2.wad but it won't work.
sadly trying to build it myself is beyond my comprehension.
it says: "libsndfile (you'll have to build it for the Switch manually)". I don't understand how to do this, it's too bad because there's a guide for everything else.
 
Last edited by Elrinth,
gzdoom would not work for me. tried downloading the one via HB App Store. I select doom2.wad but it won't work.
sadly trying to build it myself is beyond my comprehension.
it says: "libsndfile (you'll have to build it for the Switch manually)". I don't understand how to do this, it's too bad because there's a guide for everything else.
Get the latest gzdoom from github and follow the instructions on how to set it up, it works, it's that simple. There's also the first post that informs you about all the necessary stuff.
 
Last edited by bad361,
So how do you enter cheats in this, if it's possible at all?
Like, say, idclip and iddt?
Fgdsds didn't implement the keyboard for console entry but you CAN connect a keyboard to your switch and just type in cheats during gameplay. It works. I have had to do this to noclip through some broken glitched doors to progress a few times.
 
I think you can combine several WAD files into a single PK3 file by zipping them all together in 7Zip, and then renaming the file extension to .pk3
YEah that's possible but then you can't control the load order, can you?
 
YEah that's possible but then you can't control the load order, can you?

I would get around this by renaming each PK3 file to be included in the combined PK3 by attaching a number at the beginning of each file so that they are loaded in the order you want, like "01 First.pk3, 02 Second.pk3, 03 Third.pk3" and so on.
 
I would get around this by renaming each PK3 file to be included in the combined PK3 by attaching a number at the beginning of each file so that they are loaded in the order you want, like "01 First.pk3, 02 Second.pk3, 03 Third.pk3" and so on.
Greta idea, does it load them in abc order? i'll try tomorrow ;]
 
I don't actually know if it does. If you need specific load order, consider making a custom response file.
Create a file named something.rsp with something like this in it:
Code:
-iwad doom2.wad
-file wad1.wad
-file wad2.wad
-file wad3.wad
...
-file wad11.wad
and then select that file in "Override response file". Note, however, that in this case most launcher options will have no effect, so you'll have to write them all out in the response file.

Actually it might be just
Code:
-iwad doom2.wad
-file wad1.wad wad2.wad ...
 
Last edited by fgsfds,

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