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FAQ
No.
You must provide your own legally obtained WAD files.
DoomCraft can load recognized FreeDoom IWAD filenames. Compatibility still depends on the exact files and additional PWADs.
LZDoom is a native engine. DoomCraft runs a platform-specific build outside the Java Virtual Machine and captures its framebuffer.
No. DoomCraft does not use JNI for the engine process.
Each TV engine consumes CPU, memory, audio, and file resources. Version 1.0.0 limits the client to one active native process.
The distance system reduces resource use and preserves the session.
The native process is stopped to release RAM. A save state is preserved when possible.
Press Home while controlling the TV.
Press End to load the latest manual save associated with the current TV.
Complete text input forwarding is not implemented in version 1.0.0.
Breaking and replacing the TV creates a new UUID. The old files remain on disk but are not automatically linked to the new TV.
Yes. Open Minecraft controls and find the DoomCraft category.
Minecraft key remapping may cover some controller integrations provided by other mods. Native joystick input is disabled by default. Controller support is not guaranteed in 1.0.0.
DoomCraft has client-side native runtime requirements. Multiplayer behavior may depend on the modpack and server configuration. The world seed may be unavailable to the client.
Yes, under the conditions in Project Policy.
No.
https://github.com/ChromusMaster/DoomCraft/issues
Use the same issue tracker and explain the use case.
No. WADs may depend on different source-port behavior, load order, scripts, or engine assumptions.
DoomCraft does not include WADs. Use only files that you obtained legally.
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