Julian Nechaevsky Developer of the Russian Doom source port, which has been used as a base for GZDoom’s Russian translation. He has been instrumental on assisting with fixing a lot of GZDoom bugs, particularly with non-Windows platforms, and also for the wtfi.exe utility which allows GZDoom to run properly with the broken drivers on older Intels on Windows 10. Alexey Lysiuk Creator of the original GZDoom-Mac project, which was later ported over and merged into to GZDoom proper. Greg Lewis Released his DeHackEd source, without which adding DeHackEd support would have been much harder. Bernd Kreimeier Packaged up id’s Linux code for the initial source release. Kostov For organizing GZDoom’s Russian translation and developing Unicode-based fonts for the port’s other translations. Portions of MBF were used in ZDoom, primarily to fix Boom bugs. Lee Killough For all his brilliant work on both Boom and later MBF. Simon Howard Creator of the SMMU and Chocolate Doom source ports, allowed code from both of them to be used in ZDoom. Marisa “Randi” Heit For creating ZDoom and maintaining it for nineteen years. James Haley Creator of the Eternity Engine source port, helped design the specifications for the Universal Doom Map Format and allowed the use of some parts of his advanced polyobject code to be used in ZDoom. Daniel “Tormentor667” Gimmer Graphic design and initial mockup of the new website. Martin Collberg Creator of the Cajun Bot. Brad Carney Creator of the Skulltag source port, whose code has also been used in many places throughout ZDoom. Also the lead developer of Zandronum (and formerly, Skulltag), from which some code has been used. Benjamin Berkels Major contributions to GZDoom’s model code, and also helped integrate the texture resampling code. Sebastien Bacquet Created qmus2mid which was used to determine the structure of DOOM’s MUS lumps so that the game would have music. Keeps afloat and helped spearhead the recent site upgrades. Rachael Alexanderson Creator of the QZDoom source port which merged in Norddahl’s True-color software renderer in with GZDoom. Xaser Acheron Development and support of the new website. Information about Boom can be found on the Doom Wiki at. Team TNT / Chi Hoang Responsible in one way or another for Boom, which provided a significant codebase for ZDoom. Raven Software Portions of Heretic and Hexen were used in ZDoom. Some of the functions from their Quake2 game DLL source were also used. id Software / John Carmack These are the people who developed Doom and later released the source code for the Linux port.
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