We stand with Ukraine to help keep people safe. Join us
All Apps
Best AppsReviewsComparisonsHow-To
When you purchase through links on our site, we may earn an affiliate commission

GZDoom for Mac

Doom source port for the modern era.

Free
In English
Version 4.10.0

GZDoom overview

ZDoom is a source port for the modern era, supporting current hardware and operating systems and sporting a vast array of user options. Make Doom your own again!

Maximum Game Support

In addition to Doom, ZDoom supports Heretic, Hexen, Strife, Chex Quest, and fan-created games like Harmony and Hacx. Meet the entire idTech 1 family!

Limitless Mod Potential

Experience mind-bending user-created mods, made possible by ZDoom's advanced mapping features and the new ZScript language. Or make a mod of your own!

What’s new in version 4.10.0

  • Italian language translation is now complete
  • Make the new scaled angle changes at frame rate opt-in behind new flag SPF_SCALEDNOLERP.
  • Set up interpolated camera angle changes to occur at framerate when all conditions in P_NoInterpolation() are met.
  • Make view angles interpolate on a separate flag to the one that forces interpolation for the entire frame.
  • Map and MapIterator for ZScript
  • Structified A_SpawnParticle/Ex
  • Look up named frames using the Animation ID (if any).
  • Allow Disabling of XY Billboard for Particles
  • Added Method For Getting Portal Group Count
  • Allow Getting Portal Group Offsets
  • Fixed A_Changemodel crash from invalid modeldef names
  • Fix SNDINFO $rolloff always changing global rolloff
  • Fix GC ignoring DynArrays inside fixed Arrays
  • AST debug cleanup
  • Fixed: The raw texture caching in the texture manager did not work. This erroneously checked for FrontSkyLayer.
  • Allow assigning IQM frames by animation name plus frame offset.
  • Added animation support for OptionMenus
  • Fix crash if Animation is not explicitly assigned in MODELDEF.
  • Internal cleanup of sound code
  • Allow SNDINFO to declare sound mappings by using 'sound = soundfle' syntax.
    • Process events every frame as well to ensure that menus can run at any framerate
  • Fix incorrect pixelratio handling on rotated models.
  • Added Font and TextureID types to Option and Image Scroller items (List items already have these)
  • Added "Class" instruction for Image Scrollers
  • Added ability for Option items to read in their OptionMenuDescriptor (List and Image Scroller items already have this)
  • Added "ForceList" instruction for Lists so that skill, playerclass, and episode menus don't get overridden
  • Fix checking of wrong variable in String..Float concatenation
  • Clearscoped getters for map data
  • CustomMessageBox
  • Fix colormap remapping when colormap entries may have fullbright entries which should not be considered duplicates
  • Stop all sound before showing ENDOOM.
  • Disabled shortcutting the intermission code if no summary screen is wanted. This also disabled all cutscenes being attached to the completed map.
  • Added 'foreach' loop to ZScript.
  • Implementation of Quaternion type in ZScript
  • GLES: Added IQM bone support.
  • SendConsoleEvent function for EventHandlers
  • Future-proof particles by resetting them completely when replaced.
  • Added PlusZ intrinsic to Vector3 and ToVector intrinsic to numeric values. These just mirror features of the internal vector classes.
  • Added LengthSquared and Angle intrinsics for all vector types, also allow calling VectorAngle with a full vector as a single parameter.
  • Add PushSound property and Slide state
  • Added PS_REPLACE flag for A_SpawnParticle(Ex). When used, new particles that spawn when the limit is reached will replace the oldest particle.
  • Add Vector4 to ZScript
  • Avoid infinite portal recursion.
  • Fix uncaught exception that rarely occurred with the intermission screen that would vm-abort out from any attempt to enter a level
  • Exposed LevelLocals' LookupString functionality
  • Improved Slam functionality.
  • Normalize angle in AngleToACS. Fixes GetActorAngle returning negative or large values with no range limit.
  • Enable ANIMDEFS for particles
  • Add some more blacklisted cvars to defcvars
  • Fixed background setup for intermissions to apply tiling only where intended.
  • Removed the unused BaseBlend* variables and the testblend CCMD.
  • Added a compile option to fully disable the software renderer. This is mainly for new games which have been designed for hardware rendering.
  • Add the following command line parameters:
  • -noextras: disable loading of any extras (lights, brightmaps, widescreen)
  • -nolights: disable loading of lights
  • -nobrightmaps: disable loading of brightmaps
  • -nowidescreen: disable loading of included widescreen assets
  • Fixed bad index check in CanWipe. This can be called with index == -1, which should check the first element of the intermission.
  • GC: Have a real finalizer stage for destroying objects instead of mixing them in to the sweep stage.
  • GC: Base GC rate on a running average of the allocation rate instead of basing it on the amount of time taken since the last sweep started.
  • More GC stats for better tweaking.
  • Added characters U-0404 and U-0490 for Ukrainian language support.
  • Reworked all accented characters of Doom's SmallFont. Also adding a few new ones that were easy to do
  • When converting to a portable install, flag the current session accordingly.
  • Changed CalculateBones to receive the bone component data directly instead of the owning actor.
  • Fixed FileExists check for -loadgame. This was done before the current savegame path was known so it always errored out.

GZDoom for Mac

Free
In English
Version 4.10.0
Write a detailed review about GZDoom

Write your thoughts in our old-fashioned comment

MacUpdate Comment Policy. We strongly recommend leaving comments, however comments with abusive words, bullying, personal attacks of any type will be moderated.
0.0

(0 Reviews of GZDoom)

There are no reviews yet
  • Comments

  • User Ratings

Help the community
There are no reviews yet, be the first to leave one
Help the community
There are no ratings yet, be the first to leave one

How would you rate GZDoom?