While the current discussion itself has moved a bit from the intention of the original post, it's still very much relevant and resonates a lot with me. As someone who does care about Zandronum, it simply wouldn't sit well with me if I didn't chime in.
I think everyone here to some degree wants this port to get more players. I don't think anyone really wants this port to truly die. Activity afterall brings all sorts of benefits. More players mean more exposure to media, which in turn brings more players. Some of those players may want to help Zandronum develop further with their programming skills, open source and all. Which brings me to my first point: Please, move the repo to Github already. The years of stagnation and lack of anyone showing up to do anything for this port can easily be pointed at this being a strong factor. Most everyone who does any kind of serious Doom engine/modding development is on Github. It's easy to navigate, easy to use. Why don't we use it as well? I don't mean to sound disrespectful, but from what I heard this is due to Torr Samaho's preferences. I don't agree with this, and it's been going on for years only for him to show up for a couple hours a week to give the OK on what commits can go in. Why are we doing this still? Why don't we let more developers in easier through a widely accessible repository system? I have nothing against Torr Samaho on a personal level but some of the decisions that are still going on today are simply creating stagnation and impeding progress. I sure hope I'm not the only one seeing this too. On a seperate note, despite the aforementioned issue I'm happy Kaminsky showed up, honestly he's a god send (though I have a criticism for him specifically, I hope he won't mind, later in this post)
Second of all while I'm talking about development practices, why can't we make building Zandronum an easier task? Do you have any idea how terrible it is to set this port up for compilation, especially on Windows? Compare this now to GZdoom, which literally comes with everything pre-packaged and all I had to do was hit the build button on Visual Studio. That's it... THAT IS IT. That's how it should be! You either give me one "make" instruction to build and get everything, or give me a pre-packaged installation suite. Why are we still going with this "get this from here and that from here and mix this and that and set this and that"... Guys... Any self-respecting developer would FIRST make sure the target audience can get easy access to building their project. That's RULE #1. We need this. ASAP! You want more help? More developers? Do this. Hell I even contributed to GZDoom myself and to it's texture rendering code on screen, but not to Zandronum, and I refuse simply because of how hard it is to even set the damn thing up. Plus the codebase is a huge mess... but that's a different story entirely.
Third, still on the development side, I'd like to point this particular thing to Kaminsky. While I appreciate the countless help he has personally done for me and make my mod work (thank goodness he exists) I hate to say it: I feel like the development team is lacking clear direction. Yes. Why? Because, I don't know if anyone really is in favor of this feature, but voice chat has been a total waste of development time. I don't know why in 2025 anyone would use it on this port of all things, when Discord or any other alternative exists. Why would anyone want to use it? This feature cost many months to implement on top of the many crashes/little problems it brought. All for what? It's a luxury feature that isn't essential at all. Meanwhile there are major desyncs that affect gameplay SEVERELY (thankfully Kaminsky, the hero, fixed one of the longstanding ones. Again, thank you for all you do for the port man) but still please, have a clear LIST OF THINGS to add and order them! There are SO MANY severe crashes (P_PlayerThink spam I think still is happening in 3.2...) that KILL the joy of anyone playing.
Here's a scenario relevant: A major desync happens that makes your gun fire explosive rounds up close to a monster rather than the intended, normal rounds. Player dies. Frustrated, they DM me complaining about it. What can I do about it? The engine itself is literally malfunctioning even though the code at hand is completely sensible
AND WOULD WORK IN OTHER PORTS JUST FINE. Here, online? Hell no. Online is supposed to be the BIG reason everyone comes to play this port, right? So why is it fucking dogshit, guys? I can't count the amount of times I've had to fix a monster or weapon related desync in Death and Decay simply because the port is either lacking WHOLE ASS client code (yes, looking at you stupid Heretic code pointers) or I don't know, someone half-implemented some code from years ago and it finally took me to find out it breaks. Great. Your greatest selling point is half-assed. Now what? You see my point here? FOCUS ON NETCODE STABILITY FIRST! Nothing else matters! You want players and modders to stay? Give them things they want, not some useless feature like voice chat that we have no access (probably won't, doesn't even make any sense... god forbid IT FUCKING DESYNCS LMAO) over either... I hope Kaminsky won't take offense to this part. I just want the best for the port, and capable hands are very few here. Time is also an incredibly valuable resource and what little time they have I should hope goes to the betterment of the port on more important things.
I'll address some of the things said in this thread now.
Fused wrote: ↑Tue Jun 03, 2025 7:18 am
I personally really enjoy spending my time making things using the engine, even if it has some major limitations. But I do have to say, what point is there if it's possibly not going to be played anyway?
Me too, when it works... Trust me, I like the challenge of implementing highly advanced systems with many limitations in play... but nobody enjoys when their reasonable code FAILS RANDOMLY because of some random desync that shouldn't be there. It's extremely irritating, and literally puts many people off of doing incredible things with the engine.
Ru5tK1ng wrote: ↑Tue Jun 03, 2025 5:01 pm
Currently the main drawing power Zandro has over GZDoom is its multiplayer functionality, database support and
maybe some specific features like Client-Side scripting. With the amount of contributors and pace of development that GZDoom receives, it could very well be on par with all of the aforementioned features in a shorter time frame than most people expect. People still wander into the Zan discord asking about Brutal doom coop because the experience is better on Zandro than what can be had with GZdoom. The question is, how long will that last?
Exactly. We can't keep betting on this being the case forever. When we can't even have MBF21 which is... I personally find it a completely unnecessary feature, mappers should just embrace UDMF and use DECORATE instead, but that's just me, anyhow, nowadays very prevalent.
Sean wrote: ↑Thu May 08, 2025 12:11 pm
Yes, but it's not easy, since we're tied down to an 11-year-old version of GZDoom. Implementing these features ourselves or backporting them would make it harder to update the GZDoom base in the future, especially because GZDoom has implemented them itself. Whether these features make it into Zandronum any time soon will depend on what we do for Zandronum 4.0.
It's too much work to implement? Well... I guess we won't be seeing any kind of player attraction anytime soon, maybe by the time we add MBF21 there won't be MBF9000 to fuck us over, I guess.
Ru5tK1ng wrote: ↑Tue Jun 03, 2025 5:01 pm
On a semi-related note, here a few things that have hurt Zandronum's community:
Lackluster community promotion and events from staff.
Social media age with no social media presence (bluesky doesn't count).
Little exposure to user created content
No hype anywhere
You can't attract new eyes if you don't put anything out there. Despite the Dark Ages, Doom is more popular than it was pre-2016 and Zan isn't doing much to draw from this burst of popularity. But I digress, since this topic is about port development.
I agree, and guys. The forum has been having lots of issues too. Recently this email issue that's been taking for some reason too long to resolve... And from what I remember the forum software being archaic isn't helping. We used to have lots of advertisement of community screenshots on the forums. Where are they? Where are the people making events? All gone? Oh bummer... No wonder the port is stagnant I guess. There's another reason. No publicity, no showcasing our features, no nothing. We are one step away from sacrificing innocent people for rain like Aztecs at this point...
Catastrophe wrote: ↑Tue Jun 03, 2025 5:29 pm
I'm of the view that fixing that licensing issue should be the #1 goal for this project's longevity. You get this sorted out, you get more projects on steam and elsewhere rolling out with Zandronum. You get that going, then you get more active players. You get more active players, you get more contributors to the project. You get more contributors? Well now you're on a cycle to save this project forever basically.
Unbanning people, running community events, etc, is nice but these actions only attract people in our small Doom pond. They don't break this project out of the Doom bubble like MM8BDM did. That's what Zandro desperately needs. You gotta move away from the Doom bubble.
If you need a data-point I sincerely think freeing up this license is in everyone's best interest and should be the primary goal.
Community events, socials, updating the website does not benefit the project as much as freeing up the license does. If we free up the license people can just make standalone games of their own mods, run their own communities, upload their game on popular platforms, and breathe life into this wasteland more than any of that stuff ever could.
XSnake or Fused should be allowed to strip doom assets and upload his Zombie Horde 2 project on Steam.
Aenima should be allowed to strip doom assets and upload a rebranded Super Skulltag on Steam.
Cutman should be allowed to strip doom assets and upload GvH on Steam if he felt like it.
Someone should be allowed to strip doom assets, make their own weapons and maps, and create their own "Private CTF" onto Steam.
I should be allowed to strip doom assets and upload any of my mods onto Steam.
Do people understand what I'm getting at? Don't fall for the endless cycle of actions that just keeps this project inside the Doom bubble.
Absolutely! And this is not solely a discussion so that developers can make money either... Like this guy here thinks:
Sean wrote: ↑Wed Jun 04, 2025 9:10 am
All this feels equivalent to commissioning an artist and offering to pay them in exposure. OK, Zandronum is more popular, now what? We still have a handful of developers with a small amount of free time to invest in the project, someone still has to pay for the infrastructure that deals with that increased popularity, etc.
Indie devs could contribute development time to the project? They could do that
now! They could at least open a dialogue with us about fixing the licensing. But literally none of them have involved us at all. Again, it is well-known that the licensing situation is not that Zandronum's fault directly, it is fixable. I doubt they will involve us even if they could use the engine.
We could open to donations -- but plenty of FOSS projects see nothing while commercial endeavours exploit them. We can't force people to pay us (in money or otherwise) for using Zandronum commercially either.
Either way, it really sounds like that you don't have Zandronum at heart - it sounds like you just want your wallet to be thicker. It's unappreciative, and it's not a solution to solving the problems Zandronum actually has now. If, when I'm on my deathbed, you asked me what my life's greatest regret was - "Sgt Mark not being able to make 20 bajillion dollars off of my work" will not even remotely cross my mind.
Sorry but you either are very ignorant or purposefully being dense to not see the importance of lifting the license problems of this port. It will literally bring more people solely because they can publicize their work, be it for money or not. Thankfully nobody is going to ask you your biggest regret, because neither is it relevant to this discussion here nor does it have any significance. We are talking about Zandronum's best interest at heart, and it sounds to me like you're more focused on being on the spotlight yourself rather than letting other people do it. This is not about Random Guy 69 making 100 more dollars than you. This is about "Hey, look, there's an actual online doom engine that let's you make awesome games you play with your friends! Come, join us! Make amazing mods with the community helping you and enjoy the fun!" --- If for some reason you still don't get it after all these posts, then I must say I feel sad for the future of the port hanging on people like you holding it together. If I sound too harsh, sorry, but sometimes you have to say things directly rather than sugarcoat it. The facts speak for themselves.
Sean wrote: ↑Wed Jun 04, 2025 9:10 am
Ru5tK1ng wrote: ↑Tue Jun 03, 2025 11:02 pm
Novellas? We used to write out more.
And how much did that accomplish...
I'm simply amazed at the fact that you don't remember the history of this port. Great moves and changes came from long posts of people confronting others about their lack of effort, responsibility... In general, need for change. And it accomplished its goal every single time. This is one of them. A call for change. Now you can either be part of it, or be against it. But the stagnation should exist no longer, otherwise more and more people will jump ship, and soon you'll be hosting the wiki for 1 person only.
Catastrophe wrote: ↑Wed Jun 04, 2025 2:36 pm
Nobody’s saying Zandronum needs to become Unity overnight. But if we treat it like it never could be more than a Doom mod launcher, then yeah it’s going to eventually die out on a whimper. People like you have kept it alive this long, and that’s commendable. But keeping something alive isn’t the same as helping it grow. You don’t have to carry the burden of what comes next. But please, stop standing in the way of those willing to try.
Zandronum can NEVER become Unity, or Unreal. Nor does it have to. It just needs to be:
- 1. Easily Accessible
2. Easy to setup
3. Easy to enjoy online experience
Weren't those the primary goals of this port? Or am I in some alternate reality where we ditched all of this? It feels like with every update we stagnate and stray further from those instead.
Catastrophe wrote: ↑Wed Jun 04, 2025 2:36 pm
You keep asking why devs haven’t come forward. I’ll answer plainly: because there’s nothing inviting them in. No modern docs, no discoverability, no presentation, and most importantly no legal green light to even ship a standalone game. And the few people who do try, like Sgt. Mark, hit legal roadblocks and walk away. That's not on them. That's on the engine failing to support ambition.
Very good point. I hope the port developers step forward to join this discussion as well, because this is a major issue as to why nobody wants to help develop for this port like we hope for them to.
Honestly there is so much more to be said, but I don't have all day to write more paragraphs. I only wish more people would step forward to voice their concern/thoughts about the matter. But before I finish...
I don't know about you guys, but I'd really like to not count birthdays of GZDoom versions forever, like Sean here... I'd rather this port adopted a much stronger and independant development strategy and stopped playing the catch-up game altogether, because it's 2025... Everyone else is moving on and this port is still stuck chasing after others. Remember the keyword:
STAGNATION
Sean wrote: ↑Thu May 08, 2025 12:11 pm
On that note, GZDoom 1.8.6 is 11 years old today...