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Episode: 1118
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Title: HPR1118: My First Brush With FLOSS: Doom
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr1118/hpr1118.mp3
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Transcribed: 2025-10-17 19:18:20
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---
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This is Ork on DK and today on HPR I present my first brush with floss, Doom.
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My first encounter with free software though I don't think I realised it at the time, was
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not with Firefox or Linux, but with something quite different.
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In 1994 it's software released the game Doom onto the world, dominating the PC gaming
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scene so much that every first-person shooter, as we would call them now, were labeled
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Doom clones.
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I love the game in its sequel, along with several games which use the same engine
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such as Heretic, Hexen and Strife.
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I vividly remember playing the shareware version on my first PC, loving it despite the long
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load times with it installed on our 100 Meg's Cypress take drive.
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In 1997, after id software had produced their next generation engine for the game Quake,
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the source code for Doom's engine was released, first under a not-for-profit license, then
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later relicense under the GPL.
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The code that was released was for the Linux version of the game, so the first project
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was to port it back to DOS, and this was called unsurprisingly DOS Doom.
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It was the first of many so-called source ports, which would take the code and port it to
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other platforms such as the Amiga, BSD, all sorts of handheld machines, even cameras and
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iPods.
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The term source port stays even when it refers to a version for its traditional hardware,
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albeit with support for higher resolutions looking up and down etc.
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The Doom engine was already very modern friendly, with a massive fanbase, designing levels
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for the game, but the source code release allowed much more to be done and improved.
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Similar to the world of Linux distributions, the Doom community developed many different
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approaches to adding to the original Doom code.
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Boom and PR Boom concentrated on removing limitations from the engine, which were no longer
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needed on modern hardware.
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Others such as ZDAMON opened up the multiplayer code to work similar to Quake, letting players
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jump in and out of a dedicated server.
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Doom legacy and the Doom's day engine had all sorts of effects, such as dynamic and
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coloured lighting, particle effects and support for 3D models to replace the sprite-based
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enemies.
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Heritage and Hexen, games which used Doom's engine, had their source code released, it
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was merged into many of the Doom projects, not only rejuvenating the experience and playing
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these games, but also allowing makers of Doom mods and maps access to the enhanced abilities
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of in particular Hexen, which had a powerful scripting system.
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While the source code for Doom was released, the art assets were not, which led to projects
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by the community to create a free set of levels, graphics and sounds.
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The Free Doom project contains complete replacement art assets and levels under a free license.
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It is not complete yet, and they always need help with new graphics and sounds.
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Not all source ports are under the GPL, due to the initial release of the code under
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another license.
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The Free Doom site recommends PR Boom, Odamex and Remood, as they are GPL, Multi-platform
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and can handle unlimited level design.
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Another popular GPL source port is Chocolate Doom, designed to be as close to vanilla Doom
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as possible, while running on modern hardware.
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Free Doom with PR Boom is available in the Ubuntu repositories, as is Chocolate Doom, but
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if you want to play the original game, you'll need to provide the data file yourself, either
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the full version or the shareware demo.
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All you need is the main.ward file.
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Chocolate Doom, Doom 2 and Final Doom are all available on Steam, but it would be great
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if stores like the Ubuntu Software Center and Dezura could provide the what files.
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It's software continue to release their old engines under the GPL, and even after being
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acquired by Tenimax, they did the same with Doom 3.
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Most of today's open source shooters like Nexus and Open Arena are based on the Cray
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engines.
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It is remarkable that games like Doom and Cray can still be enclaed, developed and
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enjoyed 15 years on.
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I have barely scratched the service here, so I recommend checking out Doomworld.com as
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the main community site, and Doomwiki.org for more info.
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I've been OrkundiK, please leave feedback on this episode by commenting on the HPR website
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or go to OrkundiK.com for links to my social networks.
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The music was by Taylor Pickle Hammer Pantella for the Free Doom project.
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We'll be seeing you.
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You have been listening to Hacker Public Radio at Hacker Public Radio, Does Ork.
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We are a community podcast network that releases shows every weekday Monday through Friday.
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Today's show, like all our shows, was contributed by a HPR listener by yourself.
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If you ever considered recording a podcast, then visit our website to find out how easy
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it really is.
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Hacker Public Radio was founded by the Digital Dark Pound and the Infonomicom Computer
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Club.
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HPR is funded by the binary revolution at binref.com, or binref projects are crowd-responsive
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by lunar pages.
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Of shared hosting to custom private clouds, go to lunarpages.com for all your hosting
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needs.
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Unless otherwise stasis, today's show is released under a creative commons, attribution,
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share a like, feed us our license.
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