GZDoom is a modder-friendly OpenGL source port based on the DOOM engine.
Installation and running
- Unzip the attached ZIP file to the switch folder on your SD card.
- Place at least one supported IWAD (e.g. doom2.wad) into gzdoom/iwads/.
- Run GZDoom Launcher from hbmenu.
Known bugs
- 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.
Notes
-
Launcher controls:
- D-PAD: navigation
- L/R: change tab
- A: activate option
- B: cancel/exit
- X: reset option
- PLUS: start game
- You can technically place the game into any subfolder in sdmc:/switch/, as long as the gzdoom folder is next to gzdoom_launcher.nro.
- Any custom files (PWADs, PK3s, DEHs, LMPs, whatever) should be placed into the gzdoom/pwads folder.
- The launcher has predefined default profiles for most supported IWADs. You can also add your own profiles by pressing Y on the main tab. Any changes will be saved to gzdoom/launcher.ini.
- The launcher will only detect files in gzdoom/iwads and gzdoom/pwads. You can use the Override RSP file option if you have to load files from other locations.
- Multiplayer does work, however only Switch <=> PC multiplayer has been tested. 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.
- Fatal errors are logged into error.log. You can also turn on logging in the launcher.
Que novedades incluye la versión v4
Released
- merged latest upstream changes (4.2+);
- that seems to have fixed the not-saving-joystick-settings bug.