This file contains a list of questions that ViZDoom users may ask at some point. You can find more questions and answers by searching for issues with "question" tag (is:issue label:question).
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For Windows we are providing a compiled environment that can be download from releases page. To install it see Building: Installation of Windows binaries.
Original issue and answer: Farama-Foundation#190
We cannot provide original Doom's assets due to licensing issues.
ViZDoom uses freedoom2.wad as default assets.
However, you can use original Doom's assets by placing doom.wad or doom2.wad in you working directory, specify path to it by using DoomGame: setDoomGamePath
or place it in the same directory as vizdoom(.exe).
On Unix you can also set DOOMWADDIR
environment variable to directory with your wads files.
You can create or modify existing scenarios using many available Doom map editors. We recommend using one of these two editors:
- SLADE3 - great Doom map (scenario) editor for Linux, MacOS and Windows.
- Doom Builder 2 - another great Doom map editor for Windows.
You should select ZDoom as your Doom engine version and UDMF map format (Universal Doom Map Format), that supports the widest range of features.
Original issue and answer: Farama-Foundation#319
+### How to create/modify scenarios?
You can create or modify existing scenarios using many available Doom map editors. We recommend using one of these two editors:
- SLADE3 - great Doom map (scenario) editor for Linux, MacOS and Windows.
- Doom Builder 2 - another great Doom map editor for Windows.
You should select ZDoom as your Doom engine version and UDMF map format (Universal Doom Map Format), that supports the widest range of features.
Original issue and answer: Farama-Foundation#319
ViZDoom does not automatically stacks frames for you.
You have to manually store the states from DoomGame: getState
. and build up stacked states for your agent.
Original issue and answer: (contains code an example) Farama-Foundation#296
When you launch an instance of vizdoom, it will create _vizdoom.ini
in your working directory (if it does not exist yet).
This file contains all the additional engine settings, including key bindings, that you can edit freely.
You can also load .ini file from different location using DoomGame: setDoomConfigPath
.
Original issue and answer: Farama-Foundation#253
Try NavDoom.
Original issue and answer: Farama-Foundation#308
See: DoomGame: setTicrate
and examples/python/ticrate.py
Original issue and answer: Farama-Foundation#209
See: examples/python/delta_buttons.py
Original issue and answer: Farama-Foundation#279
See also:
Some weapons have a noautofire
flag for weapons to prevent using them by accident when picking up.
Agent needs to release ATTACK
button and then press it again to start firing after picking one of those weapons or ammo for them.
Original issue and answer: Farama-Foundation#289
See also:
- List of weapon flags: https://zdoom.org/wiki/Weapon_flags
- List of Doom weapons: https://zdoom.org/wiki/Classes:DoomWeapon
CVARs implemented in ZDoom engine are very helpful in quickly modifying some aspects of the game.
game.add_game_args("+sv_unlimited_pickup 1")
adding before init will allow picking up unlimited items.
Original issue and answer: Farama-Foundation#187
See also:
- List of CVARs: https://zdoom.org/wiki/CVARs:Configuration