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JDoom — Doom for the Doomsday Engine

by Jaakko Keränen · Archived mirror · Legacy port documentation

JDoom is an enhanced Win32 port of id Software's legendary Doom, built on the Doomsday Engine. It features full OpenGL and Direct3D rendering while remaining faithfully compatible with the original shareware and registered Doom, Ultimate Doom, Doom 2 and Final Doom IWAD files. JDoom introduced dynamic lights, lens flares, MD2 3D models replacing traditional sprites, and freely resizable HUD at a time when the Doom community was still largely limited to software-rendered ports.

Current archived version: JDoom 0.82 · Doomsday Engine build Aug6 Patch (2000)
Author: Jaakko Keränen — see also JHeretic and JHexen at raven-games.com

Key features

News & Info — Aug 6, 2000 Patch

The August 6 patch introduced several new model-handling features: MD2 models are no longer forced to match sprite heights; frame interpolation (cvar modelInter) smooths model animation considerably; new flags were added including autoscale, spin, movpitch, scale:, height: and offset:. Config entries can now be embedded directly in model definition files.

How to make sprites look good

Replacing 2D sprites with MD2 models works best when you use the autoscale flag so the engine matches the model height with the original 2D sprite. The spin flag makes models spin slowly — good for weapons and bonus items (the drawback is the spinning happens all the time, even when the game is paused). The movpitch flag aligns the model's pitch angle with the movement of the object — good for missiles. The scale: flag scales by a factor (example: scale:2.3 — note: no space between the colon and the factor).

Downloads (archived)

Related projects

Archived from NewDoom.com mirror of the original JDoom project page. The Doomsday Engine has since evolved into the modern dengine.net project and continues active development today.