Playing Classic Doom on Funtoo
A big upgrade to Funtoo's Doom-playing ability has been merged into `next`!
This page will document how to use it.
To play Classic Doom on Funtoo, you need
- a source port,
- one or more internal game data files (IWADs),
- and potentially also some maps to play (PWADs).
The Doom source code has been free software for a long time; accordingly, several source ports are available for Linux. Two have been updated recently in Funtoo: GZDoom and Odamex. GZDoom is a good choice for playing alone, offline. Odamex is the preferred multiplayer source port, and can optionally include facilities for running a server.
Set DOOMWADPATH in `~/.bashrc` like
This variable determines the default location that other Doom software will look for game data.
Another variable that you might want to set is
DOOMWADPATH is the better option because it allows for more than one directory to be specified.
Don't forget to refresh your environment after changing your ~/.bashrc.
Install and Configure Timidity (for Music)
Fix USE flags for
sdl2-mixer by adding to
media-libs/sdl2-mixer midi timidity
timidity; it would get pulled in as a dependency but it needs to be set up in any case:
$ emerge -1v timidity
Note the the
-1 in the arguments, for
--oneshot, to avoid putting
timidity in the
@world set. The package for Timidity++ will be in the dependency tree already as a dep of the various source ports, so keeping it out of
@world makes things a little cleaner.
Set the soundfont used by
$ eselect timidity set freepats
$ emerge -v doomrunner gzdoom
Copy your IWADs to
/usr/share/doom. Optionally install Freedoom:
$ emerge -v freedoom-data
Set up DoomRunner
Configure DoomRunner as described further down this page.
Start the game!
Copy your IWAD file(s) to
/usr/share/doom. It is rare to find a Freedoom server, so you will need a commercial
$ emerge -v odamex
Find a Game
Find a game to play by browsing the [server list] maintained by the Odamex Masters. Once you've found a server that seems interesting, join it with
$ odamex +connect <server address>
Alternatively, start the Odamex Launcher (`odalaunch` at the shell), and follow the instructions.
Choose a game from the list in the Launcher and begin playing.
Several Classic Doom source ports are available in Funtoo's tree. Of those, the following are autogenerated at the latest version:
- games-engines/gzdoom: Good for playing single player.
- games-engines/odamex: Preferred for multiplayer; enables an Online Doom Advanced Multiplayer EXperience.
Odamex is a very good source port for multiplayer. It has the only free software Doom server, `odasrv`.
Install the client with
$ emerge odamex
and see the section about Timidity to ensure that the MIDI music will play.
Install the package with
$ USE=server emerge odamex
and you'll get the `odasrv` program.
Odamex puts its configuration in files under `~/.odamex` in the user's home directory. The Odamex client config file is `odamex.cfg.` The default location where the server looks for its config file `odasrv.cfg` is also in the same directory.
Odamex can (and will, by default) download WADs from the server if possible. If the server doesn't allow downloading, Odamex will attempt to find the WAD in one of the public repositories about which it knows. These WADs will end up in `~/.odamex/` with the config files.
A few settings in the Odamex client are worth noticing:
Resolution/etc.: Display mode
Crosshair: in Odamex, Display -> Heads-up Display -> at the very bottom
Player: Change name and color
Controls: Bind a key for Jump, e.g. Space
Mouse options: Always free look
Make the player list/scoreboard large enough to read it: Display options -> Heads-up Display -> scoreboard scaling, set to 1.0 or 0.9.
Doom data files are organized inside a type of archive called a WAD (pronounced like the word "wad") file. The term 'WAD' is an acronym representing "Where's All [the] Data?".
There are a few types of WADs:
- IWADs are internal game data, often commercial; these include sprites and sounds, as well as maps.
- [PWADs are extra and contain map data.]
Game data files / IWADs
In order to play Doom with a Doom source port, a WAD file for the internal game data, called an IWAD, is required. Commercial IWADs for the original Doom games come with modern Doom games; so it's possible you have one already. See https://doomwiki.org/wiki/IWAD for reference.
Another way to acquire Classic Doom IWADs is to purchase them directly from Steam or GOG.
- The original Doom from 1993, containing four episodes each with eight maps: https://www.gog.com/en/game/doom_1993
- Doom II: https://www.gog.com/en/game/doom_ii
Most current-day maps and mods are based on the Doom II IWAD.
Doom source ports can be played without commercial IWADs by using Freedoom.
Ebuilds that install free IWADs place them in `/usr/share/doom`. It is a good idea to place commercial IWADs there, too.
The commercial and free IWADs come with a lot of great maps. In addition, the community has been making Doom maps and mods for almost thirty years.
A selection of community-produced maps are available in Funtoo's tree. It is easy to add them, and Doom resources traditionally are distributed freely; so more can be made available directly in Funtoo upon request.
Eviternity was created as a 25th birthday gift to Doom and was released on Doom's 25th release anniversary. It's sequel, Eviternity II, coincided with Doom's 30th birthday.
It is a good idea to put maps in their own directory, like `~/.local/share/games/doom/maps`. Ebuilds that install maps will add them to `/usr/share/doom`; this may change in the future to `/usr/share/games/doom/maps`.
Mods differ from maps in that they make use of features in a particular source port, rather than simply changing the game's internal data, or building something with components contained within it.
Most mods seem to work with GZDoom, so if you're interested in a particular mod, it's not a bad idea to start there.
One popular mod that introduces many modern game elements is Brutal Doom: https://www.moddb.com/mods/brutal-doom
There exists a mod that fixes various little glitches with the artwork, available at https://www.doomworld.com/idgames/graphics/sprfix20
TODO: add games-fps/doom2-sprite-fixes
DoomRunner is a launcher that makes it easy to set up profiles for combinations of the various source ports, IWADs/PWADs, and mods. DoomRunner generates command line arguments for the source port, starts it, and offers a way to kill it if it misbehaves.
DoomRunner allows to configure profiles for different game modes, something that is very useful for playing single player games with a source port like GZDoom that sets everything from command line arguments.
Install it with a simple
$ sudo emerge games-util/doomrunner
Suggested WAD Directory Structure
Configuring DoomRunner involves first organizing your files into directories that make it easy to find your files. The recommended setup looks like this, with files stored in subdirectories under `~/.local/share/games/doom`:
$ ls ~/.local/share/games/doom maps/ mods/
Various Doom-related ebuilds, such as those for Freedoom, place files in `/usr/share/doom`, a common place for Doom software to look for IWADs. It is therefore not a bad idea to put your commercial IWADs there so that they will be accessible to all users on your system.
Configure the engines
- Add engine by clicking the '+' icon
- Navigate in the file picker to `/usr/bin/gzdoom` (or type it in the text field)
Configure search paths
- maps: set it to `/usr/share/doom` or `~/.local/share/games/doom/maps`, wherever you will put your maps. Ebuilds that install maps put them in `/usr/share/doom`, so that's a good choice if you don't have any yourself yet.
- mods: set it to `~/.local/share/games/doom/mods`
Close the initial config window.
Configure a profile for single player
- Create preset: Rename "Default" to "GZDoom singleplayer"
- Select engine: gzdoom
- Select IWAD: Pick whichever game you intend to play. IF
- Select map pack: Leave this alone unless you downloaded maps.
- Select config (optional): Leave this alone.
- Add mods: Leave this alone unless you have mods to play.
Note: It is strongly recommended that you ensure that you can play Doom in a single-player mode with your chosen source port before attempting to play multiplayer.
Odamex is the preferred multiplayer engine.
It is very easy to get started with Odamex on Funtoo. First, install it as described in Doom#Odamex.
A few methods exist:
Join a game directly from the command line, as with GZDoom, if you know the host to which you want to connect:
$ odamex +connect doom.example.org
Using the Odamex Launcher
Use `odalaunch`, the Odamex Launcher, to find a game:
- Ignore the wxWidgets messages and optionally uncheck the box to continue showing them. They are a BUG and should be reported and fixed.
- In the Settings dialog (File -> Settings in the menu), in the File Locations tab, choose the Odamex Path to be "/usr/bin". If you don't perform this step, the launcher won't be able to find the executable.
- Ensure that the paths with your WADs and IWADs are in the list.
DoomRunner can be used with `odamex` just as well as with `GZDoom`, but with a caveat that `odamex` can't find IWADs that are specified by absolute path in DoomRunner unless they are in a directory it knows about from its own configuration. Configure DoomRunner as described, except add an Engine for `/usr/bin/odamex`. In the Additional Command Line Arguments field, enter `+connect <server address>`, using a server you've chosen.
Use the Odamex Launcher as described above and choose a game from its list.
Another option is to browse the [games], choose one to join, and find its `host:port` combination from the website.
Operating a server
Don't forget to open the relevant ports on your firewall.
- `10666/udp` is the listening port
- `15000/udp` is used as an outgoing port to contact master servers
You may need to forward these ports from your router to the machine where your server is running. There is a USE flag for upnp, but that is a glaring security hole and not recommended.
Odamex master servers listen on `15000/udp` and maintain lists of the servers that are up and running, including information like how many players are logged in. Server operators should set a few relevant variables in the `odasrv` config file that affect the server's appearance in the list.
The master server can be installed by setting `USE="master"` and re-installing `games-engines/odamex`.
Optionally using Docker
- Use `boxer` to build a simple Funtoo docker container from a stage3
$ emerge -v boxer $ boxer --stage <stage3 tarball> docker --tag funtoo
See https://github.com/funtoo/boxer for more information.
- Use that container as a base image and install `odamex` with `USE="server"` inside it
sample file here
- Save the container as a new image (e.g. called 'odasrv-funtoo')
- Verify that it works!
- Use `slim-toolkit` to minify the odasrv container
$ slim build odasrv-funtoo
<Enter> when prompted
- Sample `docker-compose.yaml`:
services: doom: image: test/odasrv-funtoo.slim command: /usr/bin/odasrv -config /doom/odasrv.cfg ports: - "10666:10666/udp" working_dir: /doom volumes: - /usr/share/doom:/usr/share/doom - ./doom/odasrv.cfg:/doom/odasrv.cfg:ro - ./doom/wads:/doom/wads environment: - DOOMWADPATH="/usr/share/doom:/doom/wads"
- Execute like `docker compose up -d`
It is possible to play small multiplayer games with GZDoom, e.g. on a local network with 2-4 players. Problematically, if one player disconnects, they can never rejoin the game again unless everyone else quits and starts over.
On the host machine, start GZDoom with the `-host <number of players>` option, like
$ gzdoom -host 2 <other args>
DoomRunner makes it very easy to save preset command line strings that include a large number of possible options affecting gameplay in the multiplayer mode. If you will be doing this often, it is recommended to use DoomRunner. See the DoomRunner section elsewhere on this page for more information.
Other machines that are not the host should start GZDoom with the `-connect <host address>` argument, as in
$ gzdoom -connect doom.funtoo.org <other args>
As is the case with the host, connecting as a client is made easier with DoomRunner.
Note: To make the MIDI music work in various sourceports, it is necessary to set USE="midi timidity" for `media-libs/sdl2-mixer`. Then remember to run `eselect timidity set 1`. The ebuild for `games-engines/odamex` will require this condition to be true.
Alternative soundfonts exist for Timidity. A great one that is freely available is `8MBGSFX`, obtainable from https://www.doomworld.com/idgames/utils/sound_edit/8mbgmpat. It works easily with a few steps:
- Extract the contents to `/usr/share/timidity/8mbgsfx`.
- Change all the filenames to lowercase; they seem to come from a case-insensitive Windows system.
- Edit `/usr/share/timidity/8mbgsfx/timidity.cfg` and change the `dir` path to the right place on a Funtoo machine.
- From `/usr/share/timidity`:
$ sudo rm current $ sudo ln -sf /usr/share/timidity/8mbgsfx current
TODO: need to make an autogen for it to perform that procedure automatically
Using a Playstation 4 or 5 Controller with Bluetooth
It's possible to play Doom with a PS4 or PS5 controller on Funtoo, using the `hid-playstation` kernel module. A bug in Odamex that makes the controller stop working after a few minutes will be fixed with a patch.
Note: Making Bluetooth work in general is not very difficult on Funtoo, and is beyond the scope of this document. It will be assumed here that other Bluetooth devices pair to the machine on which the controller will be used.
Pairing the Controller with the Computer
First you need to pair the controller with the computer.
- Hold down the Share button, and then hold the PS button at the same time until the controller's lights start flashing.
- Perform the usual procedure on the computer to pair with a device that's in pairing mode.
The DualSense PS5 controller has a Linux kernel module that enables support for all of its features, at least in principle. In practice, the buttons and sticks work, but the rumble feature is not yet supported by Doom source ports. All that is needed to enable it is to turn on the relevant joystick options in the source port's menu.
The instructions are the same as for the PS5 controller.
In fact, other controllers may work with Odamex if they are supported by SDL2.
Mapping Controller Events to Mouse and Keyboard
It is not necessary to do this; but in case you want to, the instructions follow.
The DualShock4 and other third-party controllers will work with the use of `ds4drv` to map the buttons to mouse and keyboard events.
First you need `ds4drv`. An easy way to install it is with `pipx` that isolates python executables into their own virtual environments, and makes them available in your path.
$ pip install pipx --user $ pipx ensurepath $ pipx install ds4drv
Dealing with Device Permissions
Get the following file and put it in the `/etc/udev/rules.d/` directory: https://github.com/chrippa/ds4drv/blob/master/udev/50-ds4drv.rules
Then you can ask `udev` to use it immediately:
$ udevadm control --reload-rules $ udevadm trigger
Configuring the Button Mapping for Doom
Now you need to configure `ds4drv`. Copy the following into ~/.config/ds4drv.conf`
[ds4drv] hidraw = true [controller:1] # Enables LED flash on low battery battery-flash = true # Sets LED color led = ff00ff # default mapping mapping = doom [mapping:doom] # General button to key mapping KEY_UP = dpad_up KEY_LEFT = dpad_left KEY_DOWN = dpad_down KEY_RIGHT = dpad_right # needed for the menus KEY_ENTER = button_cross # Turn analog stick directions into buttons KEY_W = -left_analog_y KEY_A = -left_analog_x KEY_S = +left_analog_y KEY_D = +left_analog_x # Map relative mouse movement to a analog stick REL_X = right_analog_x REL_Y = right_analog_y # Map mouse buttons BTN_LEFT = button_r2 BTN_RIGHT = button_l2 # Emulate mouse wheel on r1 and l1 #REL_WHEELUP = button_l1 #REL_WHEELDOWN = button_r1 && button_r2 # it's actually more useful to set the weapons to the dpad # and employ those buttons for something different # a key for quick turn around, in Odamex LEFT_SHIFT = button_r3 # jump KEY_SPACE = button_l1 # Mouse settings mouse_sensitivity = 0.3 mouse_deadzone = 10 # Scroll wheel emulation settings (values are in seconds) mouse_scroll_repeat_delay = 0.25 # How long to wait before continual scrolling mouse_scroll_delay = 0.05 # Lower this to scroll faster; raise to scroll slower # other keys, bound for DOOM # use/action button KEY_E = button_circle # yes, for leaving KEY_Y = button_triangle # map KEY_TAB = button_trackpad # esc KEY_ESC = button_options # score KEY_BACKSLASH = button_share
There are more functions available to `dsvdrv`, such as mapping button combinations to shell commands outside of the game. For information, see the sample config file.
Start the Program
Now if you run
with the controller paired, you should see output in the terminal indicating that the controller has been found by `ds4drv`. You are now ready to play. Both the controller and the keyboard will work.
You might need to load the `uinput` module first:
$ sudo modprobe uinput
To load the module automatically at boot time, you can add `uinput` to the line in `/etc/conf.d/modules` that says `modules="..."`. It might be commented out or empty initially on your system.
Creating and Editing WAD files
Follow the instructions on the Funtoo [] wiki page to get started, but stop before the command to install Steam. Instead, install SLADE:
$ flatpack install net.mancubus.SLADE
To run it:
$ flatpack run net.mancubus.SLADE
A good tutorial can be found here: https://eev.ee/blog/2015/12/19/you-should-make-a-doom-level-part-1/