What will now be the main modern feature centric port for all Doom engine games, UZDoom has a first proper release out to take over from GZDoom. If you're confused on what happened with GZDoom - be sure to read the previous GamingOnLinux article covering the drama.
For people making mod packs and standalone games, UZDoom is probably what you want to be using going forwards. This small release is to get the ball rolling, while bigger changes are queued up for UZDoom 5 that will come later.

Pictured - Doom 2 with UZDoom
Changes from GZDoom 4.14.2 from the announcement:
- Multiple security fixes. This update is being deemed as critical. It’s highly recommended to upgrade to it.
- Anisotropic filtering is now disabled on Intel GPU devices if the texture filtering mode is set to any of the None options. This is to prevent texture filtering from being forced on when anisotropic filtering is enabled.
- Added new game-based cursors (courtesy of Nash Muhandes and Xaser). These are much more cursor-y, and very good at pointing and clicking on things.
- Changed defaults to be more balanced between vanilla and modern.
- Lowered the master volume so it's less likely to blow out the system audio and become muffled (especially with things like the Plasma Rifle firing sound).
- Added the Default option for automap colors, allowing the automap to choose based on which game is being played.
- Added a Display option to control the render style of rocket explosions (these now default to additive instead of translucent since we felt it visually fit the other projectiles better).
- Made the mouse less sensitive in menus when it’s been dormant for a short period. This should help reduce it accidentally shifting the selected option randomly while idle.
- Added the powerup_fade_scalar cvar for controlling the strength of the fade on power ups (e.g. the Radiation Suit’s green tint).
- Added support for the BUSY script flag for ACS.
- Fixed audio not muting properly when the game is unfocused, causing it to build up and play back explosively in certain cases (especially for multiplayer games).
- Fixed the master volume not properly applying to music when the game starts up.
- Fixed weapon bobbing not disabling correctly when manually set to 0 via cvar.
- Fixed the wrong music being played during Strife’s bad endings.
- Fixed the opening subtitle for Strife not displaying.
- Fixed the Iron Lich’s whirlwind blaming the wrong target for its damage dealt.
- Fixed the textured automap being broken.
- Fixed mid textures clipping incorrectly when skewed.
- Fixed a crash with VisualThinkers when loading from a save.
- Fixed IQM models with decoupled animations not displaying correctly if spawned without an animation.
- Fixed gun flashes from MBF21 weapons not displaying correctly.
- Fixed a bug with CreateTossable where items wouldn’t be removed if their amount was 0.
- Fixed Quat’s Conjugate and Inverse functions throwing a JIT error.
- Fixed the BrokenLines class being unserializable.
- Fixed level data fields e.g. Sector not being cleared properly when transitioning between levels.
You can test it out by downloading it via GitHub. You can also follow UZDoom on Bluesky.
Some you may have missed, popular articles from the last month:
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Heavy ex-GF vibes in these notes.
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Does anyone know if the Selaco devs will switch over and where they plan to upstream their engine improvements now? I haven't followed this very closely.
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Quoting: JuliusDoes anyone know if the Selaco devs will switch over and where they plan to upstream their engine improvements now? I haven't followed this very closely.A couple Selaco devs have talked about this in their Steam forums, thankfully. They currently use a very modified version of GZDoom that they maintain themselves, so they weren't really effect by this whole situation at all. Their custom engine version is completely public and open-source, but I imagine it isn't good for general use due to how Selaco-fied it is. I think they pull from GZDoom(or now UZDoom, in reality) and add to it whenever they deem it would be beneficial for whichever direction the changes go. But I don't think they'll rebase the Selaco engine to UZDoom, at least not anytime soon since by the time that they would think it's a good idea to do so, UZDoom will likely have already made a ton of changes that would break lots of stuff in Selaco. Not a dev though, so just a theory on my part.
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