The Funtoo Linux project has transitioned to "Hobby Mode" and this wiki is now read-only.
Difference between revisions of "Doom"
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DOOMWADDIR="/usr/share/doom" | DOOMWADDIR="/usr/share/doom" | ||
but DOOMWADPATH is the better option because it allows for more than one directory to be specified. | but {{c|DOOMWADPATH}} is the better option because it allows for more than one directory to be specified. | ||
Don't forget to refresh your environment after changing your ~/.bashrc. | Don't forget to refresh your environment after changing your ~/.bashrc. | ||
=== | === Install and Configure Timidity (for Music) === | ||
Fix USE flags for {{c|sdl2-mixer}} by adding to {{f|/etc/portage/package.use/doom}}: | |||
media-libs/sdl2-mixer midi timidity | |||
Emerge {{c|timidity}}; it would get pulled in as a dependency but it needs to be set up in any case: | |||
$ emerge -1v timidity | |||
Note the the {{c|-1}} in the arguments, for {{c|--oneshot}}, to avoid putting {{c|timidity}} in the {{c|@world}} set. The package for Timidity++ will be in the dependency tree already as a dep of the various source ports, so keeping it out of {{c|@world}} makes things a little cleaner. | |||
Set the soundfont used by {{c|timidity}}: | |||
$ eselect timidity set freepats | |||
Install packages | === Singleplayer === | ||
==== Install packages ==== | |||
$ emerge -v doomrunner gzdoom | $ emerge -v doomrunner gzdoom | ||
Install IWADs | ==== Install IWADs ==== | ||
Copy your IWADs to | Copy your IWADs to {{f|/usr/share/doom}}. Optionally install Freedoom: | ||
$ emerge -v freedoom-data | $ emerge -v freedoom-data | ||
==== Set up DoomRunner ==== | |||
Configure DoomRunner as described [[Doom#Configuring_DoomRunner|further down this page]]. | Configure DoomRunner as described [[Doom#Configuring_DoomRunner|further down this page]]. | ||
Start the game! | Start the game! | ||
=== Multiplayer === | === Multiplayer === | ||
Copy your IWAD file(s) to | ==== Install IWADs ==== | ||
Copy your IWAD file(s) to {{f|/usr/share/doom}}. It is rare to find a Freedoom server, so you will need a commercial {{f|DOOM2.WAD}} file. | |||
Install | ==== Install Odamex ==== | ||
$ emerge -v odamex | $ emerge -v odamex | ||
==== Find a Game ==== | |||
Find a game to play by browsing the [[https://odamex.net/servers/|active server list]] maintained by the Odamex Masters. Once you've found a server that seems interesting, join it with | |||
$ odamex +connect <server address> | |||
Find a game to play by browsing the | |||
$ odamex +connect | |||
Alternatively, start the Odamex Launcher (`odalaunch` at the shell) | Alternatively, start the Odamex Launcher (`odalaunch` at the shell), and [[Doom#Using_the_Odamex_Launcher|follow the instructions]]. | ||
Choose a game from the list in the Launcher and begin playing. | |||
Choose a game from the list and begin playing. | |||
== Source ports == | == Source ports == | ||
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Odamex is a very good source port for multiplayer. It has the only free software Doom server, `odasrv`. | Odamex is a very good source port for multiplayer. It has the only free software Doom server, `odasrv`. | ||
Install the client with | |||
$ emerge odamex | |||
and see [[Doom#Set_up_Timidity|the section about Timidity]] to ensure that the MIDI music will play. | |||
Install the package with | |||
$ USE=server emerge odamex | |||
and you'll get the `odasrv` program. | |||
==== Config files ==== | ==== Config files ==== | ||
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Note: It is strongly recommended that you ensure that you can play Doom in a single-player mode with your chosen source port before attempting to play multiplayer. | Note: It is strongly recommended that you ensure that you can play Doom in a single-player mode with your chosen source port before attempting to play multiplayer. | ||
Odamex is the preferred multiplayer engine. | Odamex is the preferred multiplayer engine. | ||
=== With Odamex === | === With Odamex === | ||
It is very easy to get started with Odamex on Funtoo. First, install it as described in [[Doom#Odamex]]. | |||
A few methods exist: | A few methods exist: | ||
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Join a game directly from the command line, as with GZDoom, if you know the host to which you want to connect: | Join a game directly from the command line, as with GZDoom, if you know the host to which you want to connect: | ||
$ odamex +connect doom.example.org | $ odamex +connect doom.example.org | ||
Use `odalaunch`, the Odamex Launcher, to find a game | |||
==== Using the Odamex Launcher ==== | |||
Use `odalaunch`, the Odamex Launcher, to find a game: | |||
$ odalaunch | $ odalaunch | ||
# Ignore the wxWidgets messages and optionally uncheck the box to continue showing them. They are a BUG and should be reported and fixed. | |||
# In the Settings dialog (File -> Settings in the menu), in the File Locations tab, choose the Odamex Path to be "/usr/bin". If you don't perform this step, the launcher won't be able to find the executable. | |||
# Ensure that the paths with your WADs and IWADs are in the list. | |||
==== Using DoomRunner ==== | |||
DoomRunner can be used with `odamex` just as well as with `GZDoom`, but with a caveat that `odamex` can't find IWADs that are specified by absolute path in DoomRunner unless they are in a directory it knows about from its own configuration. Configure DoomRunner [[Doom#Configuring_DoomRunner|as described]], except add an Engine for `/usr/bin/odamex`. In the Additional Command Line Arguments field, enter `+connect <server address>`, using a server you've chosen. | |||
==== Finding Games ==== | |||
Use the Odamex Launcher as described above and choose a game from its list. | |||
Another option is to browse the [[https://odamex.net/servers|available games]], choose one to join, and find its `host:port` combination from the website. | |||
==== Operating a server ==== | ==== Operating a server ==== | ||
Useful resources: | Useful resources: | ||
* https://odamex.net/wiki/Server_variables | * https://odamex.net/wiki/Server_variables | ||
===== Firewall Ports ===== | |||
Don't forget to open the relevant ports on your firewall. | |||
* `10666/udp` is the listening port | |||
* `15000/udp` is used as an outgoing port to contact master servers | |||
You may need to forward these ports from your router to the machine where your server is running. There is a USE flag for upnp, but that is a glaring security hole and not recommended. | |||
===== Master servers ===== | ===== Master servers ===== | ||
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=== With GZDoom === | === With GZDoom === | ||
It is possible to play small multiplayer games with GZDoom, e.g. on a local network with 2-4 players. Problematically, if one player disconnects, they can never rejoin the game again unless everyone else quits and starts over. | It is possible to play small multiplayer games with GZDoom, e.g. on a local network with 2-4 players. Problematically, if one player disconnects, they can never rejoin the game again unless everyone else quits and starts over. | ||
==== Host ==== | |||
On the host machine, start GZDoom with the `-host <number of players>` option, like | |||
$ gzdoom -host 2 <other args> | |||
DoomRunner makes it very easy to save preset command line strings that include a large number of possible options affecting gameplay in the multiplayer mode. If you will be doing this often, it is recommended to use DoomRunner. See the [[Doom#DoomRunner|DoomRunner section]] elsewhere on this page for more information. | |||
==== Clients ==== | |||
Other machines that are not the host should start GZDoom with the `-connect <host address>` argument, as in | |||
$ gzdoom -connect doom.funtoo.org <other args> | |||
As is the case with the host, connecting as a client is made easier with DoomRunner. | |||
== Music == | == Music == | ||
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Alternative soundfonts exist for Timidity. A great one that is freely available is `8MBGSFX`, obtainable from https://www.doomworld.com/idgames/utils/sound_edit/8mbgmpat. It works easily with a few steps: | Alternative soundfonts exist for Timidity. A great one that is freely available is `8MBGSFX`, obtainable from https://www.doomworld.com/idgames/utils/sound_edit/8mbgmpat. It works easily with a few steps: | ||
* Extract the contents to `/usr/share/ | * Extract the contents to `/usr/share/timidity/8mbgsfx`. | ||
* Change all the filenames to lowercase; they seem to come from a case-insensitive Windows system. | * Change all the filenames to lowercase; they seem to come from a case-insensitive Windows system. | ||
* Edit `/usr/share/timidity/8mbgsfx/timidity.cfg` and change the `dir` path to the right place on a Funtoo machine. | * Edit `/usr/share/timidity/8mbgsfx/timidity.cfg` and change the `dir` path to the right place on a Funtoo machine. | ||
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TODO: need to make an autogen for it to perform that procedure automatically | TODO: need to make an autogen for it to perform that procedure automatically | ||
== Using a Playstation 4 or 5 Controller with Bluetooth == | |||
== Using a Playstation 4 Controller with Bluetooth == | It's possible to play Doom with a PS4 or PS5 controller on Funtoo, using the `hid-playstation` kernel module. A bug in Odamex that makes the controller stop working after a few minutes will be fixed with a patch. | ||
It's possible to play Doom with a PS4 controller on Funtoo | |||
Note: Making Bluetooth work in general is not very difficult on Funtoo, and is beyond the scope of this document. It will be assumed here that other Bluetooth devices pair to the machine on which the controller will be used. | Note: Making Bluetooth work in general is not very difficult on Funtoo, and is beyond the scope of this document. It will be assumed here that other Bluetooth devices pair to the machine on which the controller will be used. | ||
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# Perform the usual procedure on the computer to pair with a device that's in pairing mode. | # Perform the usual procedure on the computer to pair with a device that's in pairing mode. | ||
=== Installing Software === | === PS5 Controller === | ||
The DualSense PS5 controller has a Linux kernel module that enables support for all of its features, at least in principle. In practice, the buttons and sticks work, but the rumble feature is not yet supported by Doom source ports. All that is needed to enable it is to turn on the relevant joystick options in the source port's menu. | |||
=== PS4 Controller === | |||
The instructions are the same as for the PS5 controller. | |||
=== Other Controllers === | |||
In fact, other controllers may work with Odamex if they are supported by SDL2. | |||
=== Mapping Controller Events to Mouse and Keyboard === | |||
It is not necessary to do this; but in case you want to, the instructions follow. | |||
The DualShock4 and other third-party controllers will work with the use of `ds4drv` to map the buttons to mouse and keyboard events. | |||
==== Installing Software ==== | |||
First you need `ds4drv`. An easy way to install it is with `pipx` that isolates python executables into their own virtual environments, and makes them available in your path. | |||
$ pip install pipx --user | $ pip install pipx --user | ||
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$ pipx install ds4drv | $ pipx install ds4drv | ||
==== Dealing with Device Permissions ==== | ===== Dealing with Device Permissions ===== | ||
Get the following file and put it in the `/etc/udev/rules.d/` directory: | Get the following file and put it in the `/etc/udev/rules.d/` directory: | ||
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$ udevadm trigger | $ udevadm trigger | ||
=== Configuring the Button Mapping for Doom === | ==== Configuring the Button Mapping for Doom ==== | ||
Now you need to configure `ds4drv`. Copy the following into ~/.config/ds4drv.conf` | Now you need to configure `ds4drv`. Copy the following into ~/.config/ds4drv.conf` | ||
[ds4drv] | [ds4drv] | ||
hidraw = true | hidraw = true | ||
[controller:1] | [controller:1] | ||
# Enables LED flash on low battery | # Enables LED flash on low battery | ||
battery-flash = true | battery-flash = true | ||
# Sets LED color | # Sets LED color | ||
led = ff00ff | led = ff00ff | ||
# default mapping | # default mapping | ||
mapping = doom | mapping = doom | ||
[mapping:doom] | [mapping:doom] | ||
# General button to key mapping | # General button to key mapping | ||
Line 317: | Line 371: | ||
KEY_DOWN = dpad_down | KEY_DOWN = dpad_down | ||
KEY_RIGHT = dpad_right | KEY_RIGHT = dpad_right | ||
# needed for the menus | # needed for the menus | ||
KEY_ENTER = button_cross | KEY_ENTER = button_cross | ||
# Turn analog stick directions into buttons | # Turn analog stick directions into buttons | ||
KEY_W = -left_analog_y | KEY_W = -left_analog_y | ||
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KEY_S = +left_analog_y | KEY_S = +left_analog_y | ||
KEY_D = +left_analog_x | KEY_D = +left_analog_x | ||
# Map relative mouse movement to a analog stick | # Map relative mouse movement to a analog stick | ||
REL_X = right_analog_x | REL_X = right_analog_x | ||
REL_Y = right_analog_y | REL_Y = right_analog_y | ||
# Map mouse buttons | # Map mouse buttons | ||
BTN_LEFT = button_r2 | BTN_LEFT = button_r2 | ||
BTN_RIGHT = button_l2 | BTN_RIGHT = button_l2 | ||
# Emulate mouse wheel on r1 and l1 | # Emulate mouse wheel on r1 and l1 | ||
#REL_WHEELUP = button_l1 | #REL_WHEELUP = button_l1 | ||
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# jump | # jump | ||
KEY_SPACE = button_l1 | KEY_SPACE = button_l1 | ||
# Mouse settings | # Mouse settings | ||
mouse_sensitivity = 0.3 | mouse_sensitivity = 0.3 | ||
mouse_deadzone = 10 | mouse_deadzone = 10 | ||
# Scroll wheel emulation settings (values are in seconds) | # Scroll wheel emulation settings (values are in seconds) | ||
mouse_scroll_repeat_delay = 0.25 # How long to wait before continual scrolling | mouse_scroll_repeat_delay = 0.25 # How long to wait before continual scrolling | ||
mouse_scroll_delay = 0.05 # Lower this to scroll faster; raise to scroll slower | mouse_scroll_delay = 0.05 # Lower this to scroll faster; raise to scroll slower | ||
# other keys, bound for DOOM | # other keys, bound for DOOM | ||
# use/action button | # use/action button | ||
KEY_E = button_circle | KEY_E = button_circle | ||
# yes, for leaving | # yes, for leaving | ||
KEY_Y = button_triangle | KEY_Y = button_triangle | ||
# map | # map | ||
KEY_TAB = button_trackpad | KEY_TAB = button_trackpad | ||
# esc | # esc | ||
KEY_ESC = button_options | KEY_ESC = button_options | ||
# score | # score | ||
KEY_BACKSLASH = button_share | KEY_BACKSLASH = button_share | ||
There are more functions available to `dsvdrv`, such as mapping button combinations to shell commands outside of the game. For information, see the | There are more functions available to `dsvdrv`, such as mapping button combinations to shell commands outside of the game. For information, see the [https://github.com/chrippa/ds4drv/blob/master/ds4drv.conf sample config file]. | ||
=== Start the Program === | ==== Start the Program ==== | ||
Now if you run | Now if you run | ||
$ ds4drv | $ ds4drv | ||
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To load the module automatically at boot time, you can add `uinput` to the line in `/etc/conf.d/modules` that says `modules="..."`. It might be commented out or empty initially on your system. | To load the module automatically at boot time, you can add `uinput` to the line in `/etc/conf.d/modules` that says `modules="..."`. It might be commented out or empty initially on your system. | ||
== Creating and Editing WAD files == | |||
Follow the instructions on the Funtoo [[https://www.funtoo.org/Flatpak|Flatpak]] wiki page to get started, but stop before the command to install Steam. Instead, install SLADE: | |||
$ flatpack install net.mancubus.SLADE | |||
To run it: | |||
$ flatpack run net.mancubus.SLADE | |||
A good tutorial can be found here: https://eev.ee/blog/2015/12/19/you-should-make-a-doom-level-part-1/ |
Latest revision as of 18:30, February 18, 2024
Playing Classic Doom on Funtoo
A big upgrade to Funtoo's Doom-playing ability has been merged into `next`!
This page will document how to use it.
Quickstart
To play Classic Doom on Funtoo, you need
- a source port,
- one or more internal game data files (IWADs),
- and potentially also some maps to play (PWADs).
The Doom source code has been free software for a long time; accordingly, several source ports are available for Linux. Two have been updated recently in Funtoo: GZDoom and Odamex. GZDoom is a good choice for playing alone, offline. Odamex is the preferred multiplayer source port, and can optionally include facilities for running a server.
Environment variables
Set DOOMWADPATH in `~/.bashrc` like
DOOMWADPATH="/usr/share/doom:${HOME}/.local/share/games/doom/wads:${DOOMWADPATH}"
This variable determines the default location that other Doom software will look for game data.
Another variable that you might want to set is
DOOMWADDIR="/usr/share/doom"
but DOOMWADPATH
is the better option because it allows for more than one directory to be specified.
Don't forget to refresh your environment after changing your ~/.bashrc.
Install and Configure Timidity (for Music)
Fix USE flags for sdl2-mixer
by adding to /etc/portage/package.use/doom
:
media-libs/sdl2-mixer midi timidity
Emerge timidity
; it would get pulled in as a dependency but it needs to be set up in any case:
$ emerge -1v timidity
Note the the -1
in the arguments, for --oneshot
, to avoid putting timidity
in the @world
set. The package for Timidity++ will be in the dependency tree already as a dep of the various source ports, so keeping it out of @world
makes things a little cleaner.
Set the soundfont used by timidity
:
$ eselect timidity set freepats
Singleplayer
Install packages
$ emerge -v doomrunner gzdoom
Install IWADs
Copy your IWADs to /usr/share/doom
. Optionally install Freedoom:
$ emerge -v freedoom-data
Set up DoomRunner
Configure DoomRunner as described further down this page.
Start the game!
Multiplayer
Install IWADs
Copy your IWAD file(s) to /usr/share/doom
. It is rare to find a Freedoom server, so you will need a commercial DOOM2.WAD
file.
Install Odamex
$ emerge -v odamex
Find a Game
Find a game to play by browsing the [server list] maintained by the Odamex Masters. Once you've found a server that seems interesting, join it with
$ odamex +connect <server address>
Alternatively, start the Odamex Launcher (`odalaunch` at the shell), and follow the instructions.
Choose a game from the list in the Launcher and begin playing.
Source ports
Several Classic Doom source ports are available in Funtoo's tree. Of those, the following are autogenerated at the latest version:
- games-engines/gzdoom: Good for playing single player.
- games-engines/odamex: Preferred for multiplayer; enables an Online Doom Advanced Multiplayer EXperience.
Odamex
Odamex is a very good source port for multiplayer. It has the only free software Doom server, `odasrv`.
Install the client with
$ emerge odamex
and see the section about Timidity to ensure that the MIDI music will play.
Install the package with
$ USE=server emerge odamex
and you'll get the `odasrv` program.
Config files
Odamex puts its configuration in files under `~/.odamex` in the user's home directory. The Odamex client config file is `odamex.cfg.` The default location where the server looks for its config file `odasrv.cfg` is also in the same directory.
Downloaded WADs
Odamex can (and will, by default) download WADs from the server if possible. If the server doesn't allow downloading, Odamex will attempt to find the WAD in one of the public repositories about which it knows. These WADs will end up in `~/.odamex/` with the config files.
Recommended Settings
A few settings in the Odamex client are worth noticing:
Resolution/etc.: Display mode
Crosshair: in Odamex, Display -> Heads-up Display -> at the very bottom
Player: Change name and color
Controls: Bind a key for Jump, e.g. Space
Mouse options: Always free look
Make the player list/scoreboard large enough to read it: Display options -> Heads-up Display -> scoreboard scaling, set to 1.0 or 0.9.
Game data
WAD files
Doom data files are organized inside a type of archive called a WAD (pronounced like the word "wad") file. The term 'WAD' is an acronym representing "Where's All [the] Data?".
There are a few types of WADs:
- IWADs are internal game data, often commercial; these include sprites and sounds, as well as maps.
- [PWADs are extra and contain map data.]
Game data files / IWADs
In order to play Doom with a Doom source port, a WAD file for the internal game data, called an IWAD, is required. Commercial IWADs for the original Doom games come with modern Doom games; so it's possible you have one already. See https://doomwiki.org/wiki/IWAD for reference.
Another way to acquire Classic Doom IWADs is to purchase them directly from Steam or GOG.
- The original Doom from 1993, containing four episodes each with eight maps: https://www.gog.com/en/game/doom_1993
- Doom II: https://www.gog.com/en/game/doom_ii
Most current-day maps and mods are based on the Doom II IWAD.
Doom source ports can be played without commercial IWADs by using Freedoom.
- https://freedoom.org
- games-fps/freedoom-data
Ebuilds that install free IWADs place them in `/usr/share/doom`. It is a good idea to place commercial IWADs there, too.
Maps
The commercial and free IWADs come with a lot of great maps. In addition, the community has been making Doom maps and mods for almost thirty years.
A selection of community-produced maps are available in Funtoo's tree. It is easy to add them, and Doom resources traditionally are distributed freely; so more can be made available directly in Funtoo upon request.
Eviternity was created as a 25th birthday gift to Doom and was released on Doom's 25th release anniversary. It's sequel, Eviternity II, coincided with Doom's 30th birthday.
- games-fps/eviternity
- games-fps/eviternity-ii
It is a good idea to put maps in their own directory, like `~/.local/share/games/doom/maps`. Ebuilds that install maps will add them to `/usr/share/doom`; this may change in the future to `/usr/share/games/doom/maps`.
Mods
Mods differ from maps in that they make use of features in a particular source port, rather than simply changing the game's internal data, or building something with components contained within it.
Most mods seem to work with GZDoom, so if you're interested in a particular mod, it's not a bad idea to start there.
Brutal Doom
One popular mod that introduces many modern game elements is Brutal Doom: https://www.moddb.com/mods/brutal-doom
Sprite fixes
There exists a mod that fixes various little glitches with the artwork, available at https://www.doomworld.com/idgames/graphics/sprfix20
TODO: add games-fps/doom2-sprite-fixes
DoomRunner
DoomRunner is a launcher that makes it easy to set up profiles for combinations of the various source ports, IWADs/PWADs, and mods. DoomRunner generates command line arguments for the source port, starts it, and offers a way to kill it if it misbehaves.
DoomRunner allows to configure profiles for different game modes, something that is very useful for playing single player games with a source port like GZDoom that sets everything from command line arguments.
Install it with a simple
$ sudo emerge games-util/doomrunner
Suggested WAD Directory Structure
Configuring DoomRunner involves first organizing your files into directories that make it easy to find your files. The recommended setup looks like this, with files stored in subdirectories under `~/.local/share/games/doom`:
$ ls ~/.local/share/games/doom maps/ mods/
Various Doom-related ebuilds, such as those for Freedoom, place files in `/usr/share/doom`, a common place for Doom software to look for IWADs. It is therefore not a bad idea to put your commercial IWADs there so that they will be accessible to all users on your system.
Configuring DoomRunner
Configure the engines
- Add engine by clicking the '+' icon
- Navigate in the file picker to `/usr/bin/gzdoom` (or type it in the text field)
Configure search paths
- maps: set it to `/usr/share/doom` or `~/.local/share/games/doom/maps`, wherever you will put your maps. Ebuilds that install maps put them in `/usr/share/doom`, so that's a good choice if you don't have any yourself yet.
- mods: set it to `~/.local/share/games/doom/mods`
Close the initial config window.
Configure a profile for single player
- Create preset: Rename "Default" to "GZDoom singleplayer"
- Select engine: gzdoom
- Select IWAD: Pick whichever game you intend to play. IF
- Select map pack: Leave this alone unless you downloaded maps.
- Select config (optional): Leave this alone.
- Add mods: Leave this alone unless you have mods to play.
Multiplayer
Note: It is strongly recommended that you ensure that you can play Doom in a single-player mode with your chosen source port before attempting to play multiplayer.
Odamex is the preferred multiplayer engine.
With Odamex
It is very easy to get started with Odamex on Funtoo. First, install it as described in Doom#Odamex.
A few methods exist:
Join a game directly from the command line, as with GZDoom, if you know the host to which you want to connect:
$ odamex +connect doom.example.org
Using the Odamex Launcher
Use `odalaunch`, the Odamex Launcher, to find a game:
$ odalaunch
- Ignore the wxWidgets messages and optionally uncheck the box to continue showing them. They are a BUG and should be reported and fixed.
- In the Settings dialog (File -> Settings in the menu), in the File Locations tab, choose the Odamex Path to be "/usr/bin". If you don't perform this step, the launcher won't be able to find the executable.
- Ensure that the paths with your WADs and IWADs are in the list.
Using DoomRunner
DoomRunner can be used with `odamex` just as well as with `GZDoom`, but with a caveat that `odamex` can't find IWADs that are specified by absolute path in DoomRunner unless they are in a directory it knows about from its own configuration. Configure DoomRunner as described, except add an Engine for `/usr/bin/odamex`. In the Additional Command Line Arguments field, enter `+connect <server address>`, using a server you've chosen.
Finding Games
Use the Odamex Launcher as described above and choose a game from its list.
Another option is to browse the [games], choose one to join, and find its `host:port` combination from the website.
Operating a server
Useful resources:
Firewall Ports
Don't forget to open the relevant ports on your firewall.
- `10666/udp` is the listening port
- `15000/udp` is used as an outgoing port to contact master servers
You may need to forward these ports from your router to the machine where your server is running. There is a USE flag for upnp, but that is a glaring security hole and not recommended.
Master servers
Odamex master servers listen on `15000/udp` and maintain lists of the servers that are up and running, including information like how many players are logged in. Server operators should set a few relevant variables in the `odasrv` config file that affect the server's appearance in the list.
The master server can be installed by setting `USE="master"` and re-installing `games-engines/odamex`.
Optionally using Docker
- Use `boxer` to build a simple Funtoo docker container from a stage3
$ emerge -v boxer $ boxer --stage <stage3 tarball> docker --tag funtoo
See https://github.com/funtoo/boxer for more information.
- Use that container as a base image and install `odamex` with `USE="server"` inside it
Sample Dockerfile:
sample file here
- Save the container as a new image (e.g. called 'odasrv-funtoo')
- Verify that it works!
$ docker
- Use `slim-toolkit` to minify the odasrv container
$ slim build odasrv-funtoo
<Enter> when prompted
- Sample `docker-compose.yaml`:
services: doom: image: test/odasrv-funtoo.slim command: /usr/bin/odasrv -config /doom/odasrv.cfg ports: - "10666:10666/udp" working_dir: /doom volumes: - /usr/share/doom:/usr/share/doom - ./doom/odasrv.cfg:/doom/odasrv.cfg:ro - ./doom/wads:/doom/wads environment: - DOOMWADPATH="/usr/share/doom:/doom/wads"
- Execute like `docker compose up -d`
With GZDoom
It is possible to play small multiplayer games with GZDoom, e.g. on a local network with 2-4 players. Problematically, if one player disconnects, they can never rejoin the game again unless everyone else quits and starts over.
Host
On the host machine, start GZDoom with the `-host <number of players>` option, like
$ gzdoom -host 2 <other args>
DoomRunner makes it very easy to save preset command line strings that include a large number of possible options affecting gameplay in the multiplayer mode. If you will be doing this often, it is recommended to use DoomRunner. See the DoomRunner section elsewhere on this page for more information.
Clients
Other machines that are not the host should start GZDoom with the `-connect <host address>` argument, as in
$ gzdoom -connect doom.funtoo.org <other args>
As is the case with the host, connecting as a client is made easier with DoomRunner.
Music
Note: To make the MIDI music work in various sourceports, it is necessary to set USE="midi timidity" for `media-libs/sdl2-mixer`. Then remember to run `eselect timidity set 1`. The ebuild for `games-engines/odamex` will require this condition to be true.
Alternative soundfonts exist for Timidity. A great one that is freely available is `8MBGSFX`, obtainable from https://www.doomworld.com/idgames/utils/sound_edit/8mbgmpat. It works easily with a few steps:
- Extract the contents to `/usr/share/timidity/8mbgsfx`.
- Change all the filenames to lowercase; they seem to come from a case-insensitive Windows system.
- Edit `/usr/share/timidity/8mbgsfx/timidity.cfg` and change the `dir` path to the right place on a Funtoo machine.
- From `/usr/share/timidity`:
$ sudo rm current $ sudo ln -sf /usr/share/timidity/8mbgsfx current
TODO: need to make an autogen for it to perform that procedure automatically
Using a Playstation 4 or 5 Controller with Bluetooth
It's possible to play Doom with a PS4 or PS5 controller on Funtoo, using the `hid-playstation` kernel module. A bug in Odamex that makes the controller stop working after a few minutes will be fixed with a patch.
Note: Making Bluetooth work in general is not very difficult on Funtoo, and is beyond the scope of this document. It will be assumed here that other Bluetooth devices pair to the machine on which the controller will be used.
Pairing the Controller with the Computer
First you need to pair the controller with the computer.
- Hold down the Share button, and then hold the PS button at the same time until the controller's lights start flashing.
- Perform the usual procedure on the computer to pair with a device that's in pairing mode.
PS5 Controller
The DualSense PS5 controller has a Linux kernel module that enables support for all of its features, at least in principle. In practice, the buttons and sticks work, but the rumble feature is not yet supported by Doom source ports. All that is needed to enable it is to turn on the relevant joystick options in the source port's menu.
PS4 Controller
The instructions are the same as for the PS5 controller.
Other Controllers
In fact, other controllers may work with Odamex if they are supported by SDL2.
Mapping Controller Events to Mouse and Keyboard
It is not necessary to do this; but in case you want to, the instructions follow.
The DualShock4 and other third-party controllers will work with the use of `ds4drv` to map the buttons to mouse and keyboard events.
Installing Software
First you need `ds4drv`. An easy way to install it is with `pipx` that isolates python executables into their own virtual environments, and makes them available in your path.
$ pip install pipx --user $ pipx ensurepath $ pipx install ds4drv
Dealing with Device Permissions
Get the following file and put it in the `/etc/udev/rules.d/` directory: https://github.com/chrippa/ds4drv/blob/master/udev/50-ds4drv.rules
Then you can ask `udev` to use it immediately:
$ udevadm control --reload-rules $ udevadm trigger
Configuring the Button Mapping for Doom
Now you need to configure `ds4drv`. Copy the following into ~/.config/ds4drv.conf`
[ds4drv] hidraw = true [controller:1] # Enables LED flash on low battery battery-flash = true # Sets LED color led = ff00ff # default mapping mapping = doom [mapping:doom] # General button to key mapping KEY_UP = dpad_up KEY_LEFT = dpad_left KEY_DOWN = dpad_down KEY_RIGHT = dpad_right # needed for the menus KEY_ENTER = button_cross # Turn analog stick directions into buttons KEY_W = -left_analog_y KEY_A = -left_analog_x KEY_S = +left_analog_y KEY_D = +left_analog_x # Map relative mouse movement to a analog stick REL_X = right_analog_x REL_Y = right_analog_y # Map mouse buttons BTN_LEFT = button_r2 BTN_RIGHT = button_l2 # Emulate mouse wheel on r1 and l1 #REL_WHEELUP = button_l1 #REL_WHEELDOWN = button_r1 && button_r2 # it's actually more useful to set the weapons to the dpad # and employ those buttons for something different # a key for quick turn around, in Odamex LEFT_SHIFT = button_r3 # jump KEY_SPACE = button_l1 # Mouse settings mouse_sensitivity = 0.3 mouse_deadzone = 10 # Scroll wheel emulation settings (values are in seconds) mouse_scroll_repeat_delay = 0.25 # How long to wait before continual scrolling mouse_scroll_delay = 0.05 # Lower this to scroll faster; raise to scroll slower # other keys, bound for DOOM # use/action button KEY_E = button_circle # yes, for leaving KEY_Y = button_triangle # map KEY_TAB = button_trackpad # esc KEY_ESC = button_options # score KEY_BACKSLASH = button_share
There are more functions available to `dsvdrv`, such as mapping button combinations to shell commands outside of the game. For information, see the sample config file.
Start the Program
Now if you run
$ ds4drv
with the controller paired, you should see output in the terminal indicating that the controller has been found by `ds4drv`. You are now ready to play. Both the controller and the keyboard will work.
You might need to load the `uinput` module first:
$ sudo modprobe uinput
To load the module automatically at boot time, you can add `uinput` to the line in `/etc/conf.d/modules` that says `modules="..."`. It might be commented out or empty initially on your system.
Creating and Editing WAD files
Follow the instructions on the Funtoo [[1]] wiki page to get started, but stop before the command to install Steam. Instead, install SLADE:
$ flatpack install net.mancubus.SLADE
To run it:
$ flatpack run net.mancubus.SLADE
A good tutorial can be found here: https://eev.ee/blog/2015/12/19/you-should-make-a-doom-level-part-1/