I strongly recomend to install jDoom to
default folder "C:\DOOMSDAY". All model/update installers rely on this path,
and by using it you will make all future installations as easy as one mouse
click. Otherwise you'll need each time enter new path which is boring.
To enable FPS counter, go to control panel (Shift+Esc) >
Console > Display FPS counter. (I writing this here because some people
may spend many time in searches of the FPS counter control among the graphic
Doomsday is much more sensitive to CPU power than to video
accelerator power - especially when it renders 3d models. (but hardware 3d
acceleration is absolutely necessary). Memory requirements are quite low:
128Mb RAM is more than enough. (in fact, jDoom can run even on 32Mb of RAM)
Thus, system requirements are mostly CPU-related:
Pentiun - 166 is the official absolute minimum (i.e. you
should turn ANYTHING COOL off: lens flares, dynamic lights, shadows, particles...
And, of course, models too.)
AMD K6-III 400 is quite poor configuration, and forces you to set quite
low model/sprite treshold: 500..700
AMD Duron 800 is still not ideal but quite good configuration - you
may set model/sprite treshold at 1500 or higher.
(If you using Intel processor and have something to say about this,
write me e-mail, I'll update this topic - as you see I don't know how jDoom
runs on Celeron, PIII, etc.)
For now, latest jDoom version still cannot run on Voodoo2
(to be exactly it can, but you will play without models and in company with
terrible graphical bugs)...
By the way, to illustrate previous topic: Duron-800 + Vodoo2 gives
30..60 fps (depending on scene complexity) at 640x480 and with models turned
Of all game options, one that may dramatically decrease or
increase fps, is the model visibility limit (resides in Control panel >
Objects). It sets treshold where models turn back to sprites.
A bit less powerful "LOD 0 distance" has no effect for now - because
I still not transformed MD2 models to the new DMD format... Wait for autumn
with its MPU8 and 9.
Because model pack has been rearranged and now it is not
possible to install it part-by-part, so IF YOU WANT TO DISABLE MODELS FOR
SOME KIND OF OBJECTS, you should use custom options in KickStart (on the
-nohudmod for HUD weapons,
-nomonstermod for monsters
-noplayermod for player,
-nogweaponmod for gettable weapons,
-noitemmod for items,
-nofxmod for torch models and special effects
-nodecormod for trees, barrels, hanging bodies, columns, lamps, etc.
Jumping and free mouse look are disabled by default - to
preserve gameplay of old DooM. You may want to visit "Options > Input
devices > Mouse look" and "Options > Gameplay > Jumping" to modernize
gameplay.. Yes, and you need to assign a key for jumping too!
But in my opinion, jumping in DooM is cheating!
are many places where you can just jump directly to end of level. So, for
single player i recommend to switch this option off to don't spoil the game.
Also, all quakers may feel uncomfortable with vertical auto-aiming
(The only thing i really hated in old DooM: you trying to get rid of far
chaingun guy, but rocket blows right at your feet. "What's the *** ?... Ah,
it turns out that there under the nearly cliff crowded the spectres..." -
thinking you, meanwhile pressing F9 tenth time in last two minutes...)
So, you may need to visit also "Options > Gameplay > Autoaim".
To make camera height not on level of your navel as in the
original DooM, but where your eyes really are, open the console (by "~" key)
To restore original settings, set value of 41.
On some levels (especially in Plutonia) sky is too short,
and you see all around the ugly HOM effect.
Fortunately, there is such useful thing as "Control panel > Graphics
> Always render full sky".
Although all model packs and patches are self-extracting
RAR archives (.EXE files), I recommend to create special folder on your hard
drive, and store them there by "Save Link As". Such way you will be able
to check them by your favorite antivirus program. And backup copies are never
If you have any questions for quality of my work, then please
remember, that i'm not professional artist. This is just my hobby.
. If you'll add lines
bind -o "UseModels 1"
bind +o "UseModels 0"
to your jdoom.cfg file then you'll be able to see sprites instead
of models all the time when "o" key is pressed.