Code Monkey home page Code Monkey logo

chocolate-doom's Introduction

Chocolate Doom

Chocolate Doom aims to accurately reproduce the original DOS version of Doom and other games based on the Doom engine in a form that can be run on modern computers.

Originally, Chocolate Doom was only a Doom source port. The project now includes ports of Heretic and Hexen, and Strife.

Chocolate Doom’s aims are:

  • To always be 100% Free and Open Source software.
  • Portability to as many different operating systems as possible.
  • Accurate reproduction of the original DOS versions of the games, including bugs.
  • Compatibility with the DOS demo, configuration and savegame files.
  • To provide an accurate retro “feel” (display and input should behave the same).

More information about the philosophy and design behind Chocolate Doom can be found in the PHILOSOPHY file distributed with the source code.

Setting up gameplay

For instructions on how to set up Chocolate Doom for play, see the INSTALL file.

Configuration File

Chocolate Doom is compatible with the DOS Doom configuration file (normally named default.cfg). Existing configuration files for DOS Doom should therefore simply work out of the box. However, Chocolate Doom also provides some extra settings. These are stored in a separate file named chocolate-doom.cfg.

The configuration can be edited using the chocolate-setup tool.

Command line options

Chocolate Doom supports a number of command line parameters, including some extras that were not originally suported by the DOS versions. For binary distributions, see the CMDLINE file included with your download; more information is also available on the Chocolate Doom website.

Playing TCs

With Vanilla Doom there is no way to include sprites in PWAD files. Chocolate Doom’s ‘-file’ command line option behaves exactly the same as Vanilla Doom, and trying to play TCs by adding the WAD files using ‘-file’ will not work.

Many Total Conversions (TCs) are distributed as a PWAD file which must be merged into the main IWAD. Typically a copy of DEUSF.EXE is included which performs this merge. Chocolate Doom includes a new option, ‘-merge’, which will simulate this merge. Essentially, the WAD directory is merged in memory, removing the need to modify the IWAD on disk.

To play TCs using Chocolate Doom, run like this:

chocolate-doom -merge thetc.wad

Here are some examples:

chocolate-doom -merge batman.wad -deh batman.deh vbatman.deh  (Batman Doom)
chocolate-doom -merge aoddoom1.wad -deh aoddoom1.deh  (Army of Darkness Doom)

Other information

  • Chocolate Doom includes a number of different options for music playback. See the README.Music file for more details.

  • More information, including information about how to play various classic TCs, is available on the Chocolate Doom website:

    https://www.chocolate-doom.org/

    You are encouraged to sign up and contribute any useful information you may have regarding the port!

  • Chocolate Doom is not perfect. Although it aims to accurately emulate and reproduce the DOS executables, some behavior can be very difficult to reproduce. Because of the nature of the project, you may also encounter Vanilla Doom bugs; these are intentionally present; see the NOT-BUGS file for more information.

    New bug reports can be submitted to the issue tracker on Github:

    https://github.com/chocolate-doom/chocolate-doom/issues

  • Source code patches are welcome, but please follow the style guidelines - see the file named HACKING included with the source distribution.

  • Chocolate Doom is distributed under the GNU GPL. See the COPYING file for more information.

  • Please send any feedback, questions or suggestions to [email protected]. Thanks!

chocolate-doom's People

Contributors

alexey-lysiuk avatar alexmax avatar arichardson avatar axdoomer avatar azarien avatar capnclever avatar ceski-1 avatar chungy avatar devnexen avatar fabiangreffrath avatar fragglet avatar fsufitch avatar haleyjd avatar jengelh avatar jmtd avatar jnechaevsky avatar linguica avatar mfrancis95 avatar mikeday0 avatar mjunix avatar nukeykt avatar ny00123 avatar rfomin avatar rrebello avatar smiletheory avatar svkaiser avatar thestack avatar tpoppins avatar turol avatar vilhelmgray avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

chocolate-doom's Issues

Eternal Doom crash

The following bug was originally reported on Sourceforge by *anonymous, 2007-06-19 14:09:36:

I tried to play Eternal Doom with the current svn version (rev 917) and FreeDoom. After choosing a skill level, Choc Doom crashes returning the following error message:
Error: R_ProjectSprite: invalid sprite frame 85 : 0

rabyte <rabyte__gmail>

demo playback desyncs

The following bug was originally reported on Sourceforge by lemonzest, 2008-01-11 14:26:31:

was looking trough p_map.c of prboom for other maps that they fixed that used to desync and found some links for maps, so i decided to test them in chocolate doom and they desynced with both the default and alternate -spechit numbers. maybe chocolate doom needs to resync with prboom for its compatabilty fixes? (spechit/playeringame etc) i'll test later if the other demos listed in p_map.c desync

i wrote this in IRC.

<Lemonzest> http://www.doomworld.com/tas/hf181430.zip
<Lemonzest> that one
<Lemonzest> with hr.wad
<Lemonzest> http://www.doomworld.com/tas/hr181329.zip desyncs too
<Lemonzest> found them in prboom+ p_map.c because they had fixes, so decided to test in chocolate
<Lemonzest> maybe you need to resync with prboom+?
<Lemonzest> must be a but, also desyncs with the alt number (2230937832)
<Lemonzest> ^bug

Crash when saving game

The following bug was originally reported on Sourceforge by ajapted, 2005-11-21 11:04:10:

Chocolate Doom crashes when I try to save the game
in the level I'm working on. This level is not extreme
(around 1050 things and 1800 linedefs). I'm assuming
the savegame buffer is simply overflowing. The same
crash happens with the original DOOM2.EXE as well.

EndDoom close button doesn't work

The following bug was originally reported on Sourceforge by ajapted, 2005-11-21 11:08:21:

Small one: the I_EndDoom should check for SDL_Quit event,
otherwise the user tries to close the window by clicking
on the close button and nothing happens, and that's
just rude :).

Simplify video mode selection

The following bug was originally reported on Sourceforge by fraggle, 2007-12-14 18:48:28:

The way graphics modes are selected and configured is hugely overcomplicated and needs to be revamped. It also causes problems for users with widescreen monitors as there is no way to select a specific graphics mode. Setup should not list graphics modes which are not present.

Mode selection should be based around simply selecting a screen mode, with screen_width / screen_height values in the configuration file. Chocolate Doom should then choose an appropriate scale factor to fit the screen.

If the screen mode is bigger than the scaled image, the image should appear centered in the screen. "Letter box mode" is a special case of this.

There should be a check box to enable / disable aspect ratio correction. Aspect ratio correction should be turned on by default.

The low-res modes should be special cased. 320x200 and 640x400 are often real modes that do what we want. Aspect ratio corrected 320x240 mode should NEVER appear in the video mode selection dialog, as it looks awful.

First time running, a sensible selection should be made for a default mode - probably 640x480 as default. If the monitor is widescreen, a widescreen mode should be selected (as this will likely give square pixels). The aspect ratio of the largest screen mode can be used to determine if the monitor is widescreen.

It may be worth adding horizontal screen squashing aspect ratio correction in addition to the current vertical screen stretching correction, as this will allow fitting to more common screen modes (800x600).

Issues with 48khz sound cards

The following bug was originally reported on Sourceforge by fraggle, 2006-12-16 21:55:45:

I've heard multiple reports of problems of sound being played at the wrong sample rate. Perhaps cards that only support 48khz output and Chocolate Doom continue regardless?

OS X 10.4 has no cpu_set_t

The following bug was originally reported on Sourceforge by phf, 2008-11-17 06:14:44:

Trying to build revision 1380 on OS X 10.4 fails because sched.h does not have a cpu_set_t defined. Here are some details.

Repository Root: https://chocolate-doom.svn.sourceforge.net/svnroot/chocolate-doom
Repository UUID: ee5ca603-980d-0410-972c-a23fc50d79fe
Revision: 1380

i_main.c: In function 'SDL_main':
i_main.c:66: error: 'cpu_set_t' undeclared (first use in this function)
i_main.c:66: error: (Each undeclared identifier is reported only once
i_main.c:66: error: for each function it appears in.)
i_main.c:66: error: parse error before 'set'
i_main.c:68: warning: implicit declaration of function 'CPU_ZERO'
i_main.c:68: error: 'set' undeclared (first use in this function)
i_main.c:69: warning: implicit declaration of function 'CPU_SET'
i_main.c:71: warning: implicit declaration of function 'sched_setaffinity'
make[2]: *** [i_main.o] Error 1
make[1]: *** [all-recursive] Error 1
make: *** [all] Error 2

Crash in DOOM2 MAP08

The following bug was originally reported on Sourceforge by raztk, 2006-11-20 11:22:29:

The crash happens when I go to the room where the cyberdemon and all the barons are. I shoot with the BFG and after a few seconds I get the crash.

This is what I get from GDB:

Program received signal SIGSEGV, Segmentation fault.
0x0042e2a7 in P_RunThinkers () at ../src/p_tick.c:121
121 currentthinker = currentthinker->next;

I'm using my own build, r756.

DEH bug: unlimited ammo

The following bug was originally reported on Sourceforge by grazza, 2006-03-01 11:19:51:

When the ammo type for a weapon is set to type 5
(unlimited ammo) via dehacked, whenever this weapon is
fired, the maximum of shells that can be carried is
reduced (it can go below zero too).

This bug is also present in Boom, (Win)MBF and Prboom(-
plus). It is fixed in Eternity. Quasar does not (as
far I can tell) specifically mention this fix in the
changelog, but does refer to a rewrite of
deh_procWeapon, which sounds like it might have
something to do with this.

Crash when using '-warp'

The following bug was originally reported on Sourceforge by raztk, 2006-12-16 16:00:29:

The crash happens if you use the '-warp' command-line parameter with DOOM.WAD with only one argument (i.e. '-warp 1').

I tested it with DOOM.EXE and it doesn't crash.

Additional information:

Program received signal SIGSEGV, Segmentation fault.
At C:/chocolate-doom/codeblocks/../src/d_main.c:1625

Callstack attached.

SDL fails to compile on Mac OS 10.5 Leopard

The following bug was originally reported on Sourceforge by *anonymous, 2007-12-17 05:23:18:

When processing the compilation script on Mac OS 10.5, SDL fails to compile, producing these error messages:

/bin/sh ./libtool --mode=compile gcc -I/Users/Josef/chocolate-doom/install/include/SDL -I./include -D_GNU_SOURCE=1 -DTARGET_API_MAC_CARBON -DTARGET_API_MAC_OSX -fvisibility=hidden -D_THREAD_SAFE -force_cpusubtype_ALL -fpascal-strings -c ./src/audio/macosx/SDL_coreaudio.c -o build/SDL_coreaudio.lo
gcc -I/Users/Josef/chocolate-doom/install/include/SDL -I./include -D_GNU_SOURCE=1 -DTARGET_API_MAC_CARBON -DTARGET_API_MAC_OSX -fvisibility=hidden -D_THREAD_SAFE -force_cpusubtype_ALL -fpascal-strings -c ./src/audio/macosx/SDL_coreaudio.c -fno-common -DPIC -o build/.libs/SDL_coreaudio.o
./src/audio/macosx/SDL_coreaudio.c: In function 'Core_CloseAudio':
./src/audio/macosx/SDL_coreaudio.c:159: error: storage size of 'callback' isn't known
./src/audio/macosx/SDL_coreaudio.c:172: error: 'kAudioUnitProperty_SetInputCallback' undeclared (first use in this function)
./src/audio/macosx/SDL_coreaudio.c:172: error: (Each undeclared identifier is reported only once
./src/audio/macosx/SDL_coreaudio.c:172: error: for each function it appears in.)
./src/audio/macosx/SDL_coreaudio.c: In function 'Core_OpenAudio':
./src/audio/macosx/SDL_coreaudio.c:203: error: storage size of 'callback' isn't known
./src/audio/macosx/SDL_coreaudio.c:224: error: 'kAudioUnitComponentType' undeclared (first use in this function)
./src/audio/macosx/SDL_coreaudio.c:225: error: 'kAudioUnitSubType_Output' undeclared (first use in this function)
./src/audio/macosx/SDL_coreaudio.c:226: error: 'kAudioUnitID_DefaultOutput' undeclared (first use in this function)
./src/audio/macosx/SDL_coreaudio.c:256: error: 'kAudioUnitProperty_SetInputCallback' undeclared (first use in this function)
make: *** [build/SDL_coreaudio.lo] Error 1

Following the instructions located at http://www.nabble.com/SDL-not-building-on-OS-X-10.5--28Leopard-29---to13426719.html does not affect the compile (although those patches appear to be for 1.2.12 rather than the 1.2.11 the script is trying to compile).

Error in dehacked support: Max Health

The following bug was originally reported on Sourceforge by grazza, 2006-01-03 03:32:52:

If Max Health (default value 200) is set in a dehacked
patch, then stimpacks and medikits can increase the
player's health up to this value. In Doom2.exe they
cannot take it above 100%. Consider this simple
dehacked patch:


Patch File for DeHackEd v3.0

Note: Use the pound sign ('#') to start comment

lines.

Doom version = 19
Patch format = 6

Misc 0
Max Health = 200

This should change nothing, as it simply sets Max
Health to its default value. However, if you load this
patch in Chocolate-Doom and warp to Doom2 map15, you
can pick up the four medikits at the start and
increase your health to 200%.

I have tested this by applying the patch to Doom2.exe,
and the behaviour there is as expected: stimpacks and
medikits don't increase your health above 100%.

This bug also appears in Boom and its descendents. I
noticed it when testing wotdoom3
(http://www.doomworld.com/idgames/index.php?id=14032\).

Crashes on MAP30 (savegame bug)

The following bug was originally reported on Sourceforge by fraggle, 2007-09-11 08:37:23:

Bug report from Matthew Dickinson.

Windows XP SP2, Pentium 4, IWAD confirmed at v1.9. Revision ~ 969.

> > I don't mean to make your day any worse, but it's also crashed at a
> > few other places, I just didn't note where. Since I save frequently
> > it's not a big deal to me. The Icon of Sin one is the only one that's
> > interfered.
>
> Ok. Do you have a specific sequence of actions that I can take in
> order to make it crash on Icon of Sin? Or do you just start it up and
> wait until it crashes?

All I do is try to beat it. I think to beat it you go up to the switch
at the top of the platforms and you switch it on, then that raises the
rectangular prism in the lava and you wait for it to stop rising, and
by that point I don't think it's ever crashed. But then as I head
towards the spire-thing, usually about as I'm falling towards it into
the lava, running, about to get to it to lower it so I can get on, it
freezes. Like I'm on the lower platform part and I'm running toward it
and it closes. Not freezes, just closes. No error message or anything,
I'm just back in Windows like I'd never loaded the game.


umm, now it just crashed twice. I'm positive I'm using the latest
build that you just linked as well as the wad from idsoftware.com.
Like I'm heading toward the spire and the icon has shot out the
spinning, golden skull cube (which spawns the monsters) and the last
time it crashed it did it just as I was passing by, in front of, the
trajectory of that skull cube. I'm always facing the icon when it
crashes, I think, and I can be coming at it from any direction. I bet
it has something to do with the size of the room and the number of
enemies and shit on screen. I'm playing on Hurt Me Plenty, so it's not
that many enemies. It's probably something to do with my setup. I'm
not sure what to tell you. I recently re-installed XP Home SP2 about a
month ago on a formatted drive. I don't usually got many programs
running in the background, although today it's been Firefox and
Photoshop Elements and sometimes Winamp. Also I've played through a
lot of Doom 1 and I don't remember it having any problems in Chocolate
Doom. I got a GeForce 8600 GT by XFX. Let me know if you need any
other information.

Yep, I just got it to crash twice more by running past the spinning
skull cube thing (that the icon spits out)... that's what it is. It
doesn't like that thing.

Map33 intermission behavior

The following bug was originally reported on Sourceforge by *anonymous, 2008-12-09 22:46:35:

When reaching the intermission (exit) in levels occupying MAP33, Chocolate Doom closes. When Doom v1.9 reaches the intermission after level 33, it does not draw nor require a level name graphic. This means that Chocolate Doom will terminate itself in a Doom-compatible WAD where Doom would continue.

You could, for instance, play through a level marked as 33 in Doom, or even record a demo and play it back (as long as you quit at the intermission)... but in Chocolate Doom the demo recorded in Doom would end before the intermission screen, if one were to try to play it back.

Note that Doom does terminate after levels 34-35, with a
"Bad V_DrawPatch" error when reaching the intermission screen (placing level name graphics does not change this, because it seems to require an invalid or null lump name), so only level 33 needs some sort of fix in Chocolate Doom.

"All Ghosts" Bug

The following bug was originally reported on Sourceforge by raztk, 2007-07-22 18:17:43:

Right now, Chocolate Doom does not emulate the "all-ghosts" bug, but PrBoom (PrBoom+ is the one I used) does. The demo I was trying to play back is manorbug.lmp (attached). You need to use it with manor.wad from "The Master Levels for Doom II".

Filenames with spaces in Response files

The following bug was originally reported on Sourceforge by ajapted, 2006-06-25 09:32:00:

Back when DOOM came out, people were blissfully happy
because filenames never contained spaces.

Now spaces in file paths are everywhere, but the poor
old response file parser from Doom cannot cope with the
typical "C:\Programs and Files\Foo Bar Baz".

Hence the response file parser needs to handle quotes
in @ response files. Launcher programs especially need
this. The following code from EDGE (look for
ParseOneFilename) may be useful to fix it:

http://edge.cvs.sourceforge.net/edge/edge/m\_argv.cpp?revision=1.11&view=markup

demos

The following bug was originally reported on Sourceforge by *anonymous, 2008-07-08 16:47:11:

when doom2 tries to play the original demos. chocolate doom exits and a message appears saying "demo is from a different game version. (read 106 should be 109)"

Console window appears when using setup on Windows

The following bug was originally reported on Sourceforge by fraggle, 2007-09-11 09:08:31:

When using chocolate-setup on Windows, a console window sometimes briefly appears.

This occurs when Chocolate Doom is invoked to determine which IWADs are available. The system() function is used to invoke it, which is probably causing a command window to appear. This should be switched to exec() or whatever the Windows equivalent is.

Setup crashes when testing mouse settings

The following bug was originally reported on Sourceforge by *anonymous, 2007-12-11 09:32:25:

08:13 < CSonicGo> BUG found: if testing mouse settings in windows version of
chocodoom setup, setup hangs and map01/e1m1 music plays

09:30 < CSonicGo> hello fraggle 1.0 works fine now I just can't test my mouse
settings in setup :(
09:30 < fraggle> doh
09:30 < fraggle> on windows? or linux
09:30 < CSonicGo> windows
09:30 < CSonicGo> setup hangs
09:30 < fraggle> bummer
09:31 < CSonicGo> when I end the task, chocodoom starts in the test mode. :s

Crashes with music on OSX

The following bug was originally reported on Sourceforge by fraggle, 2006-12-16 23:36:07:

Under MacOS X, Chocolate Doom crashes if music is enabled - if ran with -nomusic, no crash occurs.

This seems to be a bug in SDL_mixer's native midi code for MacOS. If Mix_PlayMusic is run with looping turned on, the program crashes when the music loops. Playing with looping disabled (so that it plays once and then stops), no crash occurs.

Pop when playing item pickup sound

The following bug was originally reported on Sourceforge by fraggle, 2007-07-22 14:43:27:

When items are picked up (eg. health potions), there is a pop sound at the end of the item pickup sound effect.

Noted on Windows. Occurs on multiple machines. Changing the sampling rate does not fix the bug but does make it quieter.

quicksave slot message corruption

The following bug was originally reported on Sourceforge by fraggle, 2006-12-20 03:41:25:

Email from sofaking:

"

I think I've found another bug. It's a small one, though.

When you press F9 without previously selecting a quicksave slot, chocolate doom displays an extra character at the end of the "no quicksave slot selected!" message.

The character is constantly changing, and appears to be looping through all 256 ascii characters.

I started up vanilla doom (the shareware one), and the bug didn't appear there. I'm pretty sure this doesn't appear in the other vanilla EXEs, but like my last bug report, please correct me if I'm wrong.

"

Savegame still saved when savegame buffer exceeded

The following bug was originally reported on Sourceforge by fraggle, 2007-09-14 13:37:50:

The savegame code in Chocolate Doom has been changed to read/write directly to files rather than a memory buffer. This removes the savegame buffer size limit. To stay the same as Vanilla Doom, the file size is checked at the end of writing a savegame, and bombs out if the Vanilla limit was exceeded.

However, this means that unlike Vanilla Doom, even if the game bombs out due to the savegame limit being exceeded, the savegame will still be written to disk.

Ideally, savegames should be written to a temporary file, and the temporary file renamed to the actual file once the game has finished saving. Thus, if the limit is exceeded, the game will behave like Vanilla Doom.

Ingame Sound Crashes - PPC Linux

The following bug was originally reported on Sourceforge by *anonymous, 2008-08-12 15:12:36:

Demo game runs with sound but if a game is started then the first sound effect - shooting, monster shout, picking up item - chashes the game.

Chocolate Doom 1.1.1 is running on Linux 2.6.26.2
with Ubuntu 8.04

There is no error reported by the game it just freezes.

Unsupported WADs cause core dump

The following bug was originally reported on Sourceforge by filejunkie, 2007-12-20 22:28:27:

Starting chdoom like this:
chocolate-doom.exe -iwad doom1.wad
Causes chdoom to crash when trying to play demo or start game.
Stderr.txt contains "Error: Demo is from a different game version! (read 3, should be 109)" or "Error: W_GetNumForName: STTMINUS not found!", respectively.
I guess it will cause core dump on Unix-like systems and I guess it can't be good behavior.

Icon not displayed in Windows XP's Luna theme and similar

The following bug was originally reported on Sourceforge by mikeshere, 2008-08-19 12:05:57:

The application icon normally displayed in the titlebar of the game in windowed mode is not displayed, instead a stock Microsoft icon is used instead. This only happens when using the newer bitmap-graphics user interface, such as the original Luna theme on all WinXP installs or the Royale theme on Media Center installs; the game properly has an application icon in the title bar when using the Windows classic mode (Windows 98-style).

Attached picture demonstrates the lack of a Chocolate Doom-specific icon in the title bar.

config.h in /codeblocks needs updating to 1.0.0 branch

The following bug was originally reported on Sourceforge by lemonzest, 2008-01-16 00:06:50:

Hi

been trying to setup a few net games and uses who had latest svn build from someone else had version 1.0.0 in the window title, i build my own versions using codeblocks which does not use configure.in for version numbers and uses config.h which was not updated 1.0.0 was released so the builds differ and cant connect till i updated my build to reflect the changes.

Desync in ep1-0500.lmp (64 bit)

The following bug was originally reported on Sourceforge by fraggle, 2006-12-16 22:35:43:

ep1-0500.lmp desyncs, but only on 64-bit Linux. The yellow door doesn't open; this is possibly related to the fact that the door has the same tag as an elevator elsewhere in the level.

Batman Doom dehacked incompatibility

The following bug was originally reported on Sourceforge by grazza, 2006-10-26 22:47:21:

Please see the attached file, which includes some
demos illustrating an instance in which Chocolate-Doom
fails to emulate the behaviour of
Doom2.exe+dehacked.exe.

The specific issue is that in Batman Doom, if you
switch to weapon 1, you cannot then change back to any
other weapon (probably a bug, but it's how it
behaves). Chocolate-Doom, on the other hand, will
allow you to change weapon again.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.