On December 4th, 1997, John Carmack decided to release the doom source under a special licence which restricted commercial re-release. Some time around 1999 (I think) Carmack re-licenced the code as GPL.
As a result of these two moves, the doom community at the time grew from a few hardcore players to something large enough to rival that of modern games. Features were piled onto the doom engine, including GL support, proper mouse look, internet play, drop-down consoles, more editing features, hi-res textures, etc. etc.
Doom originally performed some random pitch-shifting of sound effects on playback, but the feature was removed (by accident) early on. I wrote a re-implementation of pitch-shifting for chocolate-doom which is also used in Doomretro and crispy doom. Here are my extended notes.
WadC is a vaguely-functional programming language for the construction of Doom levels. I took over maintenance of the project from the original author in 2009.
10 Sectors Competition
In 2000, I submitted a map to Linguica of doomworld's 10 sectors competition. My entry was considered to be amongst the top 30. It has been described as "A very different and original map"; "Some boring rooms (quite a bit)" (a judge); and "reasonably diverse in its textures, height, and light levels" (another judge).
Freedoom is an open source game which can be played with a modern Doom engine. I was an early contributor to the Freedoom project and co-managed it from around 2001 until around 2008. I've submitted all sorts of stuff but my best contribution was E1M1/MAP01, which was eventually replaced in Freedoom's 0.11 release.
This is just a silly little palette hack, turning all but the red-range into grayscale. It makes the game take on a sort-of film noir feel, and the contrast with the red makes things look gorier.
I originally knocked this together in 1999 or thereabouts, but I was only spurred to releasing it with the film "Sin City", which employed a similar effect.
There's some notes about colormap hacking available.
A Quake-inspired mod from 1998-1999. When you gib monsters, chunks of meat fly out.
The ZIP also includes
GREEN.WAD, a palette hack which swaps the red and green ranges.
I created this at the time by accident, but it looks quite good combined with "Gib".
A 2-bit binary ripple counter (based on a design by Fraggle) with a surprise when the counter overflows. Implemented entirely in WadC.
I've written some miscellaneous bits of code for reading and interpreting doom WAD files. lswad is a program that lists the contents of a WAD file (including any wasted space). wadfs is a filesystem interface for WAD files using the excellent fuse library. wad.c and wad.h are the shared bits of code for interpreting WAD files used by these two programs.
Grab the code files individually from code.
I've also been working on a short article about parsing doom WAD files using the C programming language in a portable manner: you can find a draft at wad.
I've also been working on a method of calculating a checksum for demo playback to try and catch regressions in source ports.
There's an old site of mine covering doom memorabilia at http://doomworld.com/jon/.
- WadC 2.1
- April Fools
- WadC 2.0 released
- Sound effect pitch-shifting in Doom
- Deterministic Doom video
- Deterministic Doom
- Abrash on working for Valve
- Maintaining freedoom is a thankless task
- Secret Satan 2006, part 2
- Secret Satan, part 2
- Secret Satan 2006
- Freedoom 0.5 released
- RIP Toke
- Freedoom SVN
- chocolate-doom debian packages
- Freedoom 0.4
- mass thumbnailing
- cajun bot
- TFC DM, Fractured Universe DM
- GCSEs, second box, Fractured Universe
- new doom stuff
- New Doom DM Project